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7,887 Commits over 2,588 Days - 0.13cph!

21 Minutes Ago
Added gamepad binds to cover horn, secondary attack and voice binds in action sets. Stricter layout validation. Boat and Train sets replace FireMode with Horn on RB so tugboat and train horns can be used. Added voice action to all action sets on R3. Rejig some less important actions to make room for voice r3. Hide keyboard-only bind glyphs while a pad is active instead of showing a key hint.
49 Minutes Ago
Merge from main
3 Hours Ago
Merge from main
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
Yesterday
Ensure all haptic feedback is stopped on application quit, just incase. Move intensitiy settings to their own new UI sub-category.
Yesterday
Tweak low health heartbeat. More noticeable in strength but fades out after 3 seconds of health loss at low health.
Yesterday
Restore some spacing gaps in gamepad UI
Yesterday
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.
Yesterday
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.
Yesterday
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
2 Days Ago
Further placement checks/fixes.
2 Days Ago
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.
2 Days Ago
Same damaged cooldown logic for upgrading as repairing
2 Days Ago
Merge from main
2 Days Ago
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.
2 Days Ago
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.
2 Days Ago
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.
2 Days Ago
Upgrading transfers skin to new placement
2 Days Ago
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.
2 Days Ago
Applying shelved stacking prototype.
3 Days Ago
Add haptic feedback toggle to gamepad options UI
3 Days Ago
Codegen
3 Days Ago
Apply haptic feedback branch/shelves.
3 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.
3 Days Ago
Merge from fp_steamworks_more_gamepad
3 Days Ago
Merge from main
3 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.