249,918 Commits over 3,959 Days - 2.63cph!
Fixed anim events error on flinch anims
Restored spine ik when eating and playing idle breaks
Reworked horse spine IK
Smoothed eye pos to reduce motion sickness when riding
Some leading tweaks
Leaderboard backup, run #
16766
allowed better validating from the towed vehicle whether it is in a state to be towed
- exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
Leotard Female Human version + female human _REF file
Tweak player controller acceleration
Add PlayerController.AccelerationTime , DeaccelerationTime
Added "Create Objects at Origin" to Editor Preferences
Move Widget Debugger and Input Debugger to the "Debug" menu instead of "Help"
Added ColorPicker.HasAlpha and [ColorUsage] attribute. Attribute allows you to specify whether or not a Color has Alpha or HDR options in the color picker.
Make ColorControlWidget support Color32
Fix Right Click -> Copy/Paste between Color and Color32 Properties
Make ColorControlWidget support ColorHsv. Add ColorHsv to TypeLibrary.
Open Color Popup on the correct initial color for Color32 and ColorHsv. Use FloatControlWidget for ColorHsv.
Call VfxRemoveUnnecessaryEntriesFromVariableIndexArrays after ComputeVariablesUsedInStaticCombo - Should fix some variables getting removed when they're still used
Rat: if on ground, keep pitch at 0
Switch game on end
Hide warmup if GameConfig.GameLoop is false
Add spawncam to quicktest
Leaderboard backup, run #
16765
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Reduce playercontroller animator leaning a bit
Add Game.Load( gameident ), client reconnect
updated minicrossbow vm anims
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Upadting skinning on lower LOD levels for knight armour
fixed floaty window collision on shipping container skin
Update: DemoServer - split ticks by distance instead of time
- Splitting by time didn't guarantee that they were in valid distance ranges
- Also handle case where we get positional data while the player is still initializing
Getting closer, according to logs most ticks get accepted, but there are still a bunch that get filtered out - investigating.
Tests: played the same demo, observed the logs.
Indirect Instancing: Restored original bounds calculation (because draw order doesn't seem to matter) and other minor cleanups
Allow turning off the gameloop with sbdm.gameloop 0
Tweak gauss impact
Game loop
More effects on beam
Stop effects when can't shoot anymore
Backpack set up for gluon
updated mini crossbow 3p anims
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
Merge from branch /main/indirect_instancing to branch /Aux
DANGER: Enable Read/Write on ALL models project-wide
Cleanup spline component & tool naming
DANGER: Enable GPU instancing on ALL materials project-wide
chest freezer, laundry basket and microwave
Merge branch 'main' of sbox-assets
Rat: die after a set period of time (30s by default)
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Clean up game object / component reference structs
Indirect instancing:
Add support for potentially any shader derived from Unity Standard, currently enabled for all shaders in the Standard/ folder.
Add support for MeshCull, RendererLOD and MeshLOD.
Add editor scripts to enable GPU instancing and Read/Write on all assets.
Use a nullable value for Color to allow future optimisations for non-coloured objects (most of them).
Add the camera component from code, but only once.
Rename instanding_id to instancing_handle.
Rename IndirectInstancingManager and IndirectInstancing to IndirectInstancing and IndirectInstancingCamera respectively for clariy.
Leaderboard backup, run #
16762
Serialize ParticleFloat manually, so we can read as a constant float
ParticleEmitter.Rate is a ParticleFloat, allowing curve/time based emission rates
Base SplineModelRenderer of ModelRenderer
Allows Tint, MaterialOverrides and other options to be used on spline models
Submitting burst cloth knocker for knight armour