12,352 Commits over 2,557 Days - 0.20cph!
Fixed not being able to change the colour of a line more than once in a session
Need to look away from an IO entity to open context menu
Added TreeEntity.SpawnAllTrees convar for testing (editor only)
Updated the default arc generation for tree markers.
Now updates the arc height based on the DecorScale (since some trees are now being scaled dramatically and squishing all the tree markers to the bottom of the tree).
Added some editor buttons for assigning default arcs and updating marker data (also supports multi select).
Updated tree entity gizmos to show a box showing the players relative size to the tree after decor scale will be applied at runtime. This helps with quickly spotting trees that will have issues when scaled.
Regenerated tree marker data for all trees.
WIP support for changing colour of electrical cables
Added Poolable components to some UI components that were being created and retired (slot machine payouts, map markers, death screen stats, phone directory)
Don't update look direction on modelstate from the server on the local player - we set that every frame so it's more accurate locally
Rotate our smoothed direction instead of lerping
Can now save shots into folders
Can collapse shot list
Added counts to each folder widget
Show expandable folders in shot list
Add folder button
Internal support for grouping shots in folders, updated relevant directory paths
Fixed players keeping their eyes open and blinking while asleep
Slightly increase third person alt look range
Fixed vm's with particles/lights still being visible while gesturing
Single and double door gibs no longer apply skins, currently there's no way to stop the skin material being unloaded while gibs exist in the world (will revisit next month)
Fixed throwable easter egg gibs
Gibbable editor now displays a warning if the mesh has r/w disabled and no overrides had been set up
"Sync override list" option now auto assigns box colliders to everything
Set up gib overrides on snowman, bear trap, solar panel, storage monitor, scarecrow, tuna light and reactive target
Unsaved crossbow vm animator change from last week
Fixed crossbow viewmodel still showing an arrow after the arrow was unloaded via the inventory
R/W updates for external walls and gates, ladder and triangle hatches and grill
More gib r/w updates:
Rowboat, kayak, workcart
Single and double doors (also updated these to show the skin of the destroyed entity on the gibs)
Added code support for Matt's new gib particles, can be enabled with a drop down on the gibbable component and caches the bounds of the gibs
Disabled for now
Enable r/w on engine_module_Gibs and tier1WorkBench_gibs
Better system for tracking recorder settings
Added options for reverting camera state and pausing the demo when the shot recording ends
Fixed having to close a shot before starting a new one
Merge from gib_pool (disabling read/write on a bunch of gib meshes)
Highlight current shot
Various fixes
Better file directory setup for storing shots, shots are now stored in a folder matching the demo name
Fix camera rotation changing when ending a demo
Fixed shot looping back to start even if loop is disabled
Clear all gibs when scrubbing the timeline, prevents them being repeatedly created and not cleaned up when scrubbing forward/back
More gib overrides and read/write disabling:
Ice walls
All car chassis's and modules
Igniter, sprinkler, tesla coil
Powered water purifier, water pump
Added gib overrides and disabled read/write on some high memory meshes:
Chippy arcade machine
Fluid switch
Piano, xylophone and drumkit
Beach chair, parasol and beach table
Wooden watchtower
SAM sites
Beds
Graveyard fence
Workbench 1, 2, 3 (and removed gibbable components (from static versions)
Computer station
Chocolate eggs
Neon signs
Added a shrink colliders option to the gibbable editor
This shrinks colliders on the gibs until there are no longer any overlaps
Should help some gib setups with lots of overlapping pieces exploding apart when destroyed
Better scrubbing logic, resume playing if the demo was playing when the timeline received input
WIP new timeline scrubber with active shot overlay
Fixed shots getting stuck at paused in some cases
Merge from chainsaw_vis_fix