userAdam Wcancel

7,870 Commits over 2,588 Days - 0.13cph!

5 Hours Ago
Merge from main
5 Hours Ago
Merge from stacking
Today
Today
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.
Today
Make the other sandbags non-craftable, only the default sandbag .
Today
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
Today
Move planner upgrade code to partial
Today
Further placement checks/fixes.
Today
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.
Today
Same damaged cooldown logic for upgrading as repairing
Today
Merge from main
Today
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.
Today
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.
Today
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.
Today
Upgrading transfers skin to new placement
Today
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.
Today
Applying shelved stacking prototype.
Yesterday
Add haptic feedback toggle to gamepad options UI
Yesterday
Codegen
Yesterday
Apply haptic feedback branch/shelves.
Yesterday
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.
Yesterday
Merge from fp_steamworks_more_gamepad
Yesterday
Merge from main
Yesterday
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Yesterday
Define fixes
Yesterday
Rework comparers.
Yesterday
Glyph/bind resolution cleanup
Yesterday
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
Yesterday
Refactor duplicate stick suppression calls
Yesterday
Remove dead phrases and input axes
Yesterday
Couple of performance improvements.
Yesterday
Workaround to preserve previous heli-specific input cancelling
Yesterday
Rename some gamepad binds to action names not physical button names, for consistency.
Yesterday
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
Yesterday
Merge from bindrefactor
Yesterday
Refactor two separate bind registration locations into one.
Yesterday
spacing/line fixes
Yesterday
Disable debug overlay by default
Yesterday
Merge from /skins
Yesterday
Merge from main
2 Days Ago
Bunch of UI styling/improvements.
2 Days Ago
Adde placeholder gamepad config button, runs the new console command, ready to call the steam input button configurator when I add it to FP.steamworks
2 Days Ago
Prevent key rebinding triggering if clicked with gamepad cursor
2 Days Ago
Performance fix
2 Days Ago
Added inheritSkinsFrom to ItemDefinition. Code support for it. Set all sandbag variants to inherit skins from the base sandbag item.
2 Days Ago
Fix pre-existing binding issue when closing menu mid key-assign. Only shows up as a real issue when using a gamepad.
2 Days Ago
Fix some key latching issues when input gets cleared such as F1 console opening.
2 Days Ago
PS 4/5 gamepad layout vdfs. Update input config deploy tool to work with all the layouts not just xbox.
2 Days Ago
Fix Map bindings not having close map
2 Days Ago
Real glyph texture settings. Fix some display issues.