7,870 Commits over 2,588 Days - 0.13cph!
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.
Make the other sandbags non-craftable, only the default sandbag .
Assign new sandbag placement guides, per level.
No longer hide the item being upgraded.
Move planner upgrade code to partial
Further placement checks/fixes.
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.
Same damaged cooldown logic for upgrading as repairing
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.
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.
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.
Upgrading transfers skin to new placement
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.
Applying shelved stacking prototype.
Add haptic feedback toggle to gamepad options UI
Apply haptic feedback branch/shelves.
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.
Merge from fp_steamworks_more_gamepad
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Glyph/bind resolution cleanup
Move a bunch of gamepad source file locations so I can remove a chunk of shitty bridging code between assemblies
Refactor duplicate stick suppression calls
Remove dead phrases and input axes
Couple of performance improvements.
Workaround to preserve previous heli-specific input cancelling
Rename some gamepad binds to action names not physical button names, for consistency.
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
Refactor two separate bind registration locations into one.
Disable debug overlay by default
Bunch of UI styling/improvements.
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
Prevent key rebinding triggering if clicked with gamepad cursor
Added inheritSkinsFrom to ItemDefinition.
Code support for it.
Set all sandbag variants to inherit skins from the base sandbag item.
Fix pre-existing binding issue when closing menu mid key-assign. Only shows up as a real issue when using a gamepad.
Fix some key latching issues when input gets cleared such as F1 console opening.
PS 4/5 gamepad layout vdfs.
Update input config deploy tool to work with all the layouts not just xbox.
Fix Map bindings not having close map
Real glyph texture settings.
Fix some display issues.