248,634 Commits over 3,928 Days - 2.64cph!
Unify UI and ListenLocal, should have complete parity with how it was before 🤞
Hammer Game Objects
* Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c
* MapInstance additively loads the SceneFile from inside the VPK
Tie Meshes to GameObject:
* Replaces Entity
* GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider
* HammerMesh is setup at map compile time with generated models.
Editor:
* Add HammerManagedInspector which can take over native inspector if it likes the MapNode type
* Add HammerSceneEditorSession for handling saving properly
* Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority)
* Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos
Hammer Outliner:
* Managed sets DragData of map nodes in Hammer outliner
* Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly
* Removed duplicate entity list
* Add "Create Game Object" button
ActionGraph:
* Add MapSourceLocation for editing action graphs in .vmap files
* Open source map when inspecting graph from .vmap
* Parent action graph editor to hammer window if editing map graph
Co-authored-by: James King <james.king@facepunchstudios.com>
Basic Checkpoint system
Basic ui for checkpoint
Clean up
Properties with [Hide] don't contribute to features tabs
Don't need these Hammer prefab templates anymore
InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
Fixed menu scene, first pass balance of shooting sounds using new falloffs
merge rom dpv_player_animation_edit
merge from trainyard_water_tower_fix
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merge from train_caboose_disposal_error
ViewModel ApplyAnimationTransform NRE fix
PlayerPawn.OnPossess NRE fixes
re-enabled flowMovementScale on kayak
Fix exception in Asset.ReadJson()
Fix NRE in GetBoneObject() when using the wrong name
Fix HUD inventory not ordered properly
Applied PostIK to the updated SMG FX prefabs.
Merge from ai_wolf_iteration
Add placeholder wolf eating sounds
Fix pragma restore 414 being in the wrong place
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Updated battering ram entity path to models, added mesh decals scripts, switched gibs path
Updating battering ram frame models
Merge from ai_wolf_iteration
Remove unused fields, redundant checks, and fix issue where compoosite transitions are not cloned properly
Clean that up, we can just use the Renderer to get the body
Fixed ADS shell ejection anim event.
Mag eject event hits right when the mag scaling begins.
Fixed above ground pool water being invisible inside canyons
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Tags tables
Category table
Package update
Remove deprecated packages
Unparented mag drop from the bolt.
Barrel attachment offsets
Ejection tweak.
Also hide side flash in ADS.
Leaderboard backup, run #
15077
Add ThirdPersonBody to Camera Feature
Merge pull request #3 from Retroeer/main
Add ThirdPersonBody to Camera Feature
Various viewmodel fx polish/fixes.
Fix the conveyor belt in player_controller_physics
Remove extra quat normalize that isn't doing anything
Normalize quaternions in AddPoses to prevent drift in model space blending
Accesorized SMG fx tweaks
Citizen/animgraph: improve look & feel of turning while moving
https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)