248,606 Commits over 3,928 Days - 2.64cph!
battering ram anims updated
Fix conditional expression branch evaluation
Could be more efficient, but this is the correct behaviour
Bugfix: Prevent game-object pooling if done mid-scene switch
- When MonoBehaviours are being destroyed due to scene switch, it can cause an invalid transform hierarchy modification, causing an error
MonoBehaviors can clean up their resources in OnDisable, which can cause them to be pooled - example: AmbienceWaveSounds.
Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times:
- without the fix, it was 100% generating an error on disconnected
- with the fix, had 0 error reports
Fix NRE when removing multiple components in context menu
Forgot to save this file in VS 😳
Fix scss `@import`s not including files with relative `../` paths in the file watcher
Write some SCSS import Unit Tests and update existing ones to test more than just variables
Better test for conditional nodes
Update playercontroller wish velocity values
Use dotnet 9 collection expressions
always unlock ginger bread building skin
Test expressions not always being accessed
WIP reimplement all / any nodes
Fix conditional node test
Add WhenAny expression helper
WIP fix conditional expressions / auto inlining
Bump format version before I forget
battering ram anims exported on updated rig
wood_trim_polished_blend_04 files
merge ice_sculptures->main
- addresses majority of feedback from previous playtest
added initial battering ram anims
Medieval Metal Double Door Folder Setup
Added Medieval Metal Double Door Frame Model, Textures, Materials, LODs & GIBS
Setup a Basic Prefab for the Medieval Metal Double Door Frame
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed
(baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
better defaults on sculpting tool data
Merge from indirect_instancing
Restoring ProjectSettings.asset
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
- Removed the jitter spread convar as it's no londer needed
- Updated the global_TemporalAAParams with the new TAA parameters
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs
This way we can still bake covers in editor even though monuments are procedural
Also optimize the tool to take less than 1s for basic monuments like desert military base
Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now
Remove last remnants of tile cache
Rename hl2.exe to gmod.exe when building the game
hl2.exe no longer used.
Fix possible NRE in GameMode.Get
Proper validity checks in RoundStateDisplay
Fix [ReadOnly] attribute not being applied to all property types
ResourceControlWidget now looks like it's greyed out when disabled
Turn Retakes back on so we can test why its game loop gets stuck sometimes
Correctly account for areaflags in path filer
Fix sample
Rename hl2.exe to gmod.exe when building the game
hl2.exe no longer used.
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode
- also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe
Hammer wireframe uses new state override and not ToolsWireframe
Drop r_show_hipoly_draw_calls
Remove ToolsWireframe mode
Don't repeat the same thing 6 times to wireframe a layer
Update developer help url
Latest playercontroller
Update player animator with better skidding
Treat base content paths as Asset-type locations
Fixed hexagon tiles not being killed correctly
Added luminance weighing to TAA to reduce flickering
Same thing with Nullable Button
Prefab Variable button now shows when there's differences in a Multiedit
https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4
Turn off collider object when we die
Fixed wonky net flags for kill/damage