249,983 Commits over 3,959 Days - 2.63cph!
Add refresh button to the top of the era editor to refresh all items
- used if you change prefabs without using GUI
Don't show redirect items in era editor window
When checking if a redirect's era, use the redirects era
Set 600/1000 items to a sensible default era
Flag ragdoll body bones as bone, because they are
Unfuck native physics interface for creating joints, they should all pass in local frames, it's up to C# to calculate local frames for desired setup
Fix assets not being marked as dirty and not saving after being assigned an era (ask me how I know)
Finished era editor window
- tons of fixes to make it actually work
- show orange as background when item is unassigned to an era
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Once touched check if we have touched the platform
replace Transform stuff
reload button
extra ammo panel
build button panel
build structure menu
build hotkeys and cant-afford colors
Give PhysicsCharacter ToggleCameraModeButton [InputAction] attribute
Scale ragdoll joint local frames later on
We did need to switch this
Slopes affect slide speed
Set ragdoll attachment mode and local frames on all joints
slide friction
More slide adjustment
Merge branch 'main' of sbox-piecrumb
Make sure rubert checks the dialogue state
Move joint attachment mode and local frames to base joint, all joints should have these
Update SceneTriggers in first two levels
Fix the player randomly clinging onto non-existent walls
Refactored DiveAbility to make a bit more sense
Setup hinge motor on ragdoll (needs testing)
Fix E not always Interacting and fix NPC state
Setup fixed joint frequency and damping on ragdoll
Setup slider joint limits on ragdoll
Fix releasing jump slowing your fall while maintaining short pressses
Fix jump from dive on the ground
Save ragdoll child objects so things can be attached to them in editor
Save Interactable/NPC states to GameSave. This isn't really used yet
NPCs now have "!" above their head if they have something new to say, showing InputGlyph when in range
NPC progression updates, saves, and loads proper.
Collected items do not respawn when reloading a save
Can now check if a dialogue is completed directly instead of having to make a weird 2nd copy. Updated into area accordingly
radioactive_changed_removal -> main
Remove 'radioactivity changed' editor log
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
Show current map icon on save select
Load into the previous scene/entrance on save load
Scenes are now properly tied to MapResources and saved to the save file
Mods for surface mounted explosions.
Started Save System + Safe OnPlatform check
Coins and Items save to file. Collectables that have already been collected will not respawn
StartupScene is not the main menu
Hooked up the save UI to the save slots
Adding new v3 anim folder to playerUpdate branch
Merge from analytics_add_persistent_work_queue
Add persistent object work queue to analytics in the same way as object work queue
Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)