113,786 Commits over 3,959 Days - 1.20cph!
Added lexing support for literals and single character tokens
Fixed caret. Added blinking and ensured it respects text editor width/height
fixed triangle up collision gap at top of hexagon roof
tweaked distance for roof bottom line cull
removed leftover brick conditional corners from frontier foundation prefabs
fixed bumpyness on toptier/gingerbread/frontier foundation steps colliders
Fixed incorrect surface types on the movement collider of frontier stairs
merge from building_skins_4
changed gingerbread building skin to a nonconflicting unlock ID
Merge from experimental/release (Unity 2021)
Merge from experimental (Unity 2021)
Removing code, moving code, many "SSM TODO"s for later
More WIP. Still 95% removing code at this stage.
Early initial work on moving player movement to the server side. Committing this progressively even if not compiling since it's going to be a lot.
Added a button to box, capsule, and sphere colliders - plus a context menu option - that automatically fits the collider to the size of any child renderers.
Disabled collision between Ragdoll and Prevent Movement layer due to use of Prevent Movement colliders in some vehicles (was enabled in 78391)
Basic blockout in game code editor added. Not useable yet.
m4 shotgun
- Added duplicated anim files
- Adjusted anims to place ammo in main body instead of stock
- Added animator, populated with edited anims
- Set vm prefab to use new animator
merge from hackweek_cliff_rework
merge from /building_skins_3/building_skins_4
frontier and gingerbread can now be used in standalone, temp unlock ID1
merge from DroppedItemFix
Deleted telephone.worldmodel. It was unused, and broken.
Replaced all world models that used mesh colliders with primitives, except for chair and rocking chair. This is already in the current art guidelines - most of these are very old, or for some reason, Christmas themed. Helps a lot with any remaining dropped item collision issues.
Use primitive colliders for all the rocket world models
Continue to use ContinuousSpeculative collision alongside the new checks
Custom physics solution for dropped items. Fixes items falling through things in certain situations.
Removed my fell through terrain check methods in DroppedItem
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fixed accidently touched floor.triangle in
89341 causing wonky building behavior on triangle floors
basic terrain setup
substation layout
Hook up localizable messages for all event types so they render properly on the clan UI
m4 shotgun
- set up viewmodel, entity, item and worldmodel prefabs
- removed redundant prefabs
- fixed issues on worldmodel
Implement a bunch of clan score events
- Killing a player from another clan
- Killing unarmed players (lose score)
- Being killed by a player in another clan (lose score)
- Destroying bradley
- Destroying a TC owned by another clan
- Hacking a crate
- Running the excavator
- Boarding the cargo ship
exported new player jump animations and set up in unity