userAdam Wcancel

7,884 Commits over 2,588 Days - 0.13cph!

Today
wip test fixes
Today
Set titles per controller/platform vdf set
Today
Merge from main
Today
Merge from main
Today
add Swap Seats to all vehicle based action sets with consistent button bind.
Today
Add car reload action and remove menu gesture action.
Today
Merge from more_rumble
Today
Festive garlands now work on player built boats
Today
Ensure all haptic feedback is stopped on application quit, just incase. Move intensitiy settings to their own new UI sub-category.
Today
Tweak low health heartbeat. More noticeable in strength but fades out after 3 seconds of health loss at low health.
Today
Restore some spacing gaps in gamepad UI
Today
Implement HapticSource to track where the rumble is coming from. Add per-source haptic intensity convars so each can be customised. Add sliders for them all to gamepad options UI.
Today
Major haptics refactor/improvements. Added a dedicated rumbler mixer to support multiple sources/blending. Added a bunch of extra rumble features, piggy backing existing call sites where possible to minimise gameplay code intrusion. Added vehicle based rumble, running off their audio systems. Added light horse hoof rumble. Added impact/explosion rumble. Added generic HapticPulseEffect component ready for other uses.
Today
Merge from main
Yesterday
Merge from main
Yesterday
Merge from stacking
Yesterday
Yesterday
Added a generic warning function that can be set/called by planner. Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not. Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
Yesterday
Make the other sandbags non-craftable, only the default sandbag .
Yesterday
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
Yesterday
Move planner upgrade code to partial
Yesterday
Further placement checks/fixes.
Yesterday
Fix clientLastAttackedTime not being initially set to -infinity which blocked sandbags from being upgraded instantly after placement due to incorrect cooldown. Checks correctly run server-side.
Yesterday
Same damaged cooldown logic for upgrading as repairing
Yesterday
Merge from main
Yesterday
Trying out manual clipping boxes for placement meshes to only show the upgrade portions. Works pretty well, but parking it because custom made meshes will still look better.
Yesterday
Hide the existing mesh and only show the upgrade placement guide when placing upgrades, fixes the overlap and looks better. Only hide the visuals, and only clientside, collision etc all remains active.
Yesterday
Upgrading damaged sandbags doesn't give a free repair to full. Keeps previous health fraction. Convar'd behind ConVar.Server.upgrade_keeps_health because I'm not sure how we wiill want this to play out. Defaults to true for now.
Yesterday
Upgrading transfers skin to new placement
Yesterday
Initial prototype rework: Removed all the new sockets from sandbags. Use the position/rotation of the sandbag being upgraded instead of calculating it via sockets. Refactor some of the prototype code into functions and only use them in the upgrade paths, so we don't touch regular placement logic anymore. Client now runs the serverside checks too. Refactor UpdateUpgradeTier, and don't run it for everything via FillPlacement. Don't cache incorrect upgrade levels. Remove stack socket placement logic. Fix being able to use any sandbag level to upgrade a sandbag to next level. Use/trust serverside checks/position not client provided. Run all placement checks when upgrading, so upgrades can't clip through stuff. Remove some now unused new find deployable functions.
Yesterday
Applying shelved stacking prototype.
2 Days Ago
Add haptic feedback toggle to gamepad options UI
2 Days Ago
Codegen
2 Days Ago
Apply haptic feedback branch/shelves.
2 Days Ago
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
2 Days Ago
Merge from fp_steamworks_more_gamepad
2 Days Ago
Merge from main
2 Days Ago
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
3 Days Ago
Define fixes
3 Days Ago
Rework comparers.
3 Days Ago
Glyph/bind resolution cleanup
3 Days Ago
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
3 Days Ago
Refactor duplicate stick suppression calls
3 Days Ago
Remove dead phrases and input axes
3 Days Ago
Couple of performance improvements.
3 Days Ago
Workaround to preserve previous heli-specific input cancelling
3 Days Ago
Rename some gamepad binds to action names not physical button names, for consistency.
3 Days Ago
Add new bind command for gamepad defaults. Fixes regular binds not correctly reseting to defaults when no mouse/keyboard is bound, if a gamepad button is also bound to that key. Update keys_default
3 Days Ago
Merge from bindrefactor
3 Days Ago
Refactor two separate bind registration locations into one.