240,762 Commits over 3,867 Days - 2.59cph!
Get / set property node definitions
Be more careful when iterating components
Set up default collision rules
Fix PhysicsComponent not using the scene it is a part of
Add ColliderBaseComponent.IsTrigger (which does nothing atm)
Add SelfDestructComponent
Add CollisionDebugComponent
Add physics collision test scenes
Add PhysicsCallback class
Add PhysicsShape.IsTrigger
Handle IsTrigger in collisionfilter
CollisionEvent callback stub
implement > < operator overloads in TimeSince/TimeUntil
Leaderboard backup, run #6461
hide upgrades on death screen
double poison lose hp upgrade
max hp changes hp bar width
balance etc
orbiter shield changes, etc
Testing out storing a user id in a skull item as well as the name
Remove World StepCollision and GetSimulationTimeElapsed, doubt these are needed anymore
Body and Shape SetMaterialIndex
World GetBody by index
Delete the empty gibs mesh, we'll just use the full gibs
Icon
Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
Splashable, igniteable, gibs, condition, save/load
Move vphysics into engine2
Remove legacy objectparams_t stuff
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
Update FP.BurstCloth with a bunch of constraint logic changes
Re-tweak all materials since the update has different parameters now
Fix ghost costume bones being out of order (breaks sibling constraints!)
Initial torch implementation
Calculate collision impact forces to give the same results we currently get
Reinstate IsVisible changes
Added support for frontier door to open in both directions based on what side the player is on
Manifest, id fixes
Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door
Added a player inventory config for testing
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
Play a bear roar sfx during the bear mission conversation
Don't play sfx for pings created by the mission objectives
Give more starting resources in base building mission
Don't turn the mission provider to face the player
Description fixes
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
merge from cached_browser_tag_fix
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Another big interface cleanup
Disable rendering of debug scene objects when debug rendering is disabled
Shape set material (density, friction, restitution)
Aggregate set surface properties
Set shape material when building aggregate
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing