247,264 Commits over 3,928 Days - 2.62cph!
Hide local player arms when mounting the ballista
▅▌▍▊▄ ▄▇▇▊█ ▆▋ ▍▉▇▄▊ ▄▇▅▊
Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters
Added WASD controls to ballista
This makes more sense
Gather objects
Split logic into COcclusionCullingStandard
Don't use absolute path when creating sounds from mp3s
Fixed up DoF in main menu
Rotating game hints in certain menus
updated avatar settings on a few test anims
Main menu additively opens an arena as the background
jungle ruins topologies for procmap testing, terrain blendmaps
Copy over properties when bulk creating multiple nav links
Link connection radius should be internal not private
Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s)
Avoid loading the same includes from disk over and over again
Fix shader cache concurrency
Use shader compile context
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
Remove debug #pragma optimize statements
NavLink doc comments
Format
Tweaks, inverted ballista up animator parameter
Tpose for fingers in avatar
Update: comments
- fixed spelling mistake
- added an explanation for invalidation of cached tick state
Tests: none, trivial change
Correct meta rotations in the avatar (maybe)
Added leg animator to the player model, only enabled when mounting the ballista
Proper object.Equals overrides for AssetBrowser entries
Asset browser: fixes for thumbnails not displaying/regenerating properly
renamed idle breathe to match source
exported jog E and idle on v4 rig
added anims to player animator
Added better TAA sampling to reduce blurring
Should've resolved issues playing ability cards
Removed ballista debug logs
Increased ballista mass
Dismount driver when flipping or reaching high velocities
Fixed some rotation issues
Fixed missing wheel NRE
Avatar fixes to prevent submerged animations
Modify default agents to behave better when traversing nav links
(They still suck though)
https://files.facepunch.com/lolleko/1b0611b1/sbox-dev_xO6m7sWLTo.mp4
Collision pass on ruin walls. Fixes to prefab settings.
Simplify serialization, get ready for directly reusable graphs
# Conflicts:
# Facepunch.ActionGraphs.Test/Serialization.cs
# Facepunch.ActionGraphs.Test/Validation.cs
# Facepunch.ActionGraphs/ActionGraph.Delegates.cs
edited mini crossbow 3p anims, set the anim clips to get the r prop bone working and set up holster position
Bind IVfx
Bind IVfx
Remove unused
Shader compile, support passing in pre-loaded, pre-masked code
Big rewrite to simplify code generation
Re-implement OutputNodeDefinition.OnBuildExpression
Test fixes, cleaner generated expression tree
Fix evaluating exposed properties
Fix evaluating exposed properties
jungle_ruins_d level layout first iteration
prefab'd ruins sets for easier editing
replaced some pieces with cap less ones
re-merge from /indirect_instancing