255,044 Commits over 3,990 Days - 2.66cph!
Some pathfinder cleanup
Renamed a bunch of functions to be more readable
Ores don't carve nav
Goblin nav update
Only trigger viewmodel fire on local controllable
ISerializables can now serialize on their own.
Fixed and re-enabled culling compute shader path
Only setup viewmodel if controlled by local player
ISerializables almost working with all the delta shit.
Fixed erros generated when culling has safe mode enabled
Hopefully fixed physgun outlining in multiplayer. Decreased outline fill alpha.
moved the game instance/connection management stuff out of GameHost into a new GameInstanceDirectory class
Fixed sprites not receiving outline
Added workshop and ui background to game scene
Made rubber ball impact sound trigger more robust
Use Cast<T> instead of dynamic_cast<T> for Unreal types (fixes #40)
Started refactoring player, player ID, and host stuff
Fix physgun halo on bouncy ball
Hopefully networked physgun highlight
Added Children property to BaseEntity that gets all attached entities, including descendants. PhysGun outlines grabbed entities children too.
Fixed VBSP version 19 loading (different leaf structure)
Roadmap framework
Bundling
Fixed eyelid movement & blinking
moved the actual board unit position data change for unit movement from GameInstance to CmdMove
Moved the tracked RNG out of GameInstance to it's own class
Moved some combat tracking events from GameInstance directly to CombatTracker
Renamed some events to make more sense
Added DepthStencilIndex so post process can render outlines for entities
Playermodel male neck seam geo/skinning
Added truck painter to single player scene
Applies truck def
Refactored some turn handling stuff out of GameInstance into new TurnHandler class
Only broadcast bullet damages that are over 0
Weapons setup their own viewmodel anim events
Increased LeanTween limits
Remove viewmodel anim notifies when switching weaponm
Pool.cs ItemsInUse fix
Bug causes ItemsInUse to report falsely high numbers if too many items are retrieved from the Pool and then freed, hitting hit the upper limit size check. Decrementing ItemsInUse in the upper limit check fixes it to report correctly.
Merge pull request #1 from Facepunch/Nition-patch-1
Pool.cs ItemsInUse fix
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
Updated diplomacy debug panel to work with last commit
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset
This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
Tracked down why pausing the client and unpausing after a bit would cause the pool's ItemsInUse to increase massively. It was a bug in the Facepunch.System pool implementation itself, so I've updated the code and created a new DLL, plus submitted a pull request on GitHub with the fix.