115,297 Commits over 3,959 Days - 1.21cph!
disabled spine ik on hachett entity prefab
exported player update melee anim set
merge from gc_buffer_settings
merge from fix_guest_enter_main_code
merge from legacy_shelter
Added total range percentage.
GetDetectionPos correctly applies view model cam offset if used.
WIP light setup.
Added editor-only MainMenuSystem.IgnoreEditorEscapeKey convar to prevent escape key from bringing up the UI when you want to siwtch mouse between editor and scene views without bringing up the UI
Bunch of refactor and separate some detector/UI code.
Some placeholder VM setup
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
Fix wall being buildable between two different buildings allowing TCs to be connected and break
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Make a new mask specifically for the aim offset layer
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Cleaned up hand hold parameter handling
More solver iterations for server-side to compensate for 16Hz. Greatly reduced jitter
Use jobs+burst for 2D painting so very fast strokes don't kill your framerate
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand)
IK disable param is 0 by default, 1 will fully disable that hand's IK
Update rifle reload to reflect new values
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
Simplified ClientInit, less duplication
Finally fixed player neck bone issues properly for both client and server side ragdolls. Will try to clean this up a bit more.
Fix default keybinds applying over and over for multiple realms (`prevskin` and `nextskin` specifically)
high calibre revolver LODs
basic world model prefab setup
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer
Merge from main (stomp craggy and manifest)
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation
Update manifest
Revert
90141, fix client-side ragdoll neck issues
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
Confetti cannon takes 3 damage per blast, has 100hp
Poolable
Set up primitive colliders, deploy volumes, bounds, etc
Turn on add_breathe IK pass again
Merge main -> ServerSideRagdolls
cherry picking new shader from diogo's branch
Make sure dropped items that are actually stuck in something never reawaken (fixes stuck arrows falling off)
Ensured player is authed on the included priv.
Small changes to prefab.
Removed adjustable priv.
Set priv location to centre of shelter.
Adjusted priv range.
Sunflower meshes / textures / prefabs / LODs/ billboards
Supersample the brush texture when painting so the rotation shouldn't add pixel gaps to them
Add spray brushes with random rotation
Fix paint object turning black when the light is off and it's night time
https://files.facepunch.com/Rohan/2023/November/27_14-50-UnrealisticConch.png
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3p lr300 - removed root bone animation data from mask to fix rotating weapon issue