112,191 Commits over 3,928 Days - 1.19cph!
vm sks - fix for long ironsight lerp when sprinting
Pool table item name/description
Watching you / eyes on you gesture
Update the hit vector when passing through to a ball, or else it's always just the up normal of the table
Hits near - but not actually touching - the balls now still move them. Makes spear-pool much easier. Something still not quite working right here though.
Pool ball physical interaction work
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded
Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
Split 3p gestures into individual fbx anims
Added player avatar mask for referencing entire bones in anim clips
Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
Fixed prefab ID shenanigans
Compression updates to vm anims
Recreated the pool ball entity structure. Ball 1 is now the base prefab, all others variants
Split vm crude gestures into individual fbx files.
Various anim tweaks - scaled down middle fingers a bit
Tests for a standalone LOD baker using the UnwrapBaker system
merge hackweek_combat_playground -> aux2
Better colliders so the holes aren't blocked
Visual studio automatically adding incorrect using statements
Manifest rebuild for pool table entity
Created pool table entity. Set up convex colliders so it can be used on tugboats. Set up comfort and preventbuilding zone, icon, resource cost etc. Added a rack of pool balls that come with the table.
merge from hackweek_combat_playground -> aux2
Loadouts now save ammo count of weapons
Manifest build, add the pool ball entities
Merge main -> hackweek_pooltable
Restore fast manifest-only updates
jackhammer new material and textures
Merge from hackweek_combat_playground -> aux2
Fix bunch of CLIENT & SERVER compilation errors
Fixed collider issues on sentrys again
Merge from hackweek_combat_playground -> aux2
Fiannly got turrets working on vendor
Add commands to add spawnpoints to the server at runtime & load different spawn points
merge from hackweek_combat_playground -> aux2
Fix broken reading delta protos (player ticks)
Game seems to run fine in the editor now
vm sks movement tests
- added mask for bolt
- updated anims (landing, sprinting)
- stopped camera bone inheriting transforms
- removed camera offset in prefab
- set head bob run to 0 for improved sprinting
- added conditions in animator to return to idle faster if landing and in ironsight
Fixed EntityRef warning during server startup