userAdam Wcancel
reporust_rebootcancel

7,905 Commits over 2,618 Days - 0.13cph!

2 Hours Ago
OS/rust/gamepad cursor state fix
Today
Test update
Today
Bunch of bind lookup fixes/rework
Today
Revert some minor vehicle impact rumble code changes
Today
Sanitise analog steering/accel input
Today
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Today
Merge from main
Today
Map cursor implementation, added fixed center crosshairs. Can now add/remove map markers at the crosshairs
Today
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
Yesterday
Merge from main
2 Days Ago
Ton of refactor/rework for new centralised system for food, cooking and pie visual config - now all configured on the item definition instead of a bunch of place.
2 Days Ago
Cleanup
2 Days Ago
Bunch more fixes
2 Days Ago
Bunch more work/fixes including: Added dedicated crafting screen action. Holding inventory button displays the crafting screen directly. Bunch of vdf & mapping/config updates. Deploy active gamepad config too to make update/testing easier. Convar/command updates/additions. Test updates & fixes. Better debugging output.
3 Days Ago
Merge from main
13 Days Ago
Merge from sandbag_barricade_variants
13 Days Ago
Sandbags are now correctly upgradeable on player boats
13 Days 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.
13 Days Ago
Merge from main
13 Days Ago
Merge from main
14 Days Ago
Merge from sandbag_barricade_variants
14 Days Ago
wip test fixes
14 Days Ago
Set titles per controller/platform vdf set
14 Days Ago
Merge from main
14 Days Ago
Merge from main
14 Days Ago
add Swap Seats to all vehicle based action sets with consistent button bind.
14 Days Ago
Add car reload action and remove menu gesture action.
14 Days Ago
Merge from more_rumble
14 Days Ago
Festive garlands now work on player built boats
14 Days Ago
Ensure all haptic feedback is stopped on application quit, just incase. Move intensitiy settings to their own new UI sub-category.
14 Days Ago
Tweak low health heartbeat. More noticeable in strength but fades out after 3 seconds of health loss at low health.
14 Days Ago
Restore some spacing gaps in gamepad UI
14 Days Ago
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.
14 Days Ago
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.
15 Days Ago
Merge from main
15 Days Ago
Merge from main
15 Days Ago
Merge from stacking
15 Days Ago
15 Days Ago
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.
15 Days Ago
Make the other sandbags non-craftable, only the default sandbag .
15 Days Ago
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
15 Days Ago
Move planner upgrade code to partial
15 Days Ago
Further placement checks/fixes.
15 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.
15 Days Ago
Same damaged cooldown logic for upgrading as repairing
15 Days Ago
Merge from main
15 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.
15 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.
15 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.
15 Days Ago
Upgrading transfers skin to new placement