userJarryd Campicancel
branchrust_reboot/main/spraycan_merge2cancel

57 Commits over 61 Days - 0.04cph!

1 Year Ago
Toggling hide signs will now update the sprays that already exist to respect the setting (previously a player would need to leave and return to network range for the spray to properly hide)
1 Year Ago
Added global.ClearSpraysInRadius with an optional radius parameter (defaults to 16 if unset)
1 Year Ago
Fixed freehand sfx not working when the viewmodel camera was enabled
1 Year Ago
Add some logs to try and diagnose missing sfx in build
1 Year Ago
Update spraycan inventory
1 Year Ago
Merge from main
1 Year Ago
Fixed spray duration convars incorrectly using hours instead of seconds
2 Years Ago
Typo fix
2 Years Ago
Unsaved
2 Years Ago
Rename freespray item
2 Years Ago
More setup
2 Years Ago
Decal skin setup
2 Years Ago
Spraycan flags NRE fix
2 Years Ago
Merge from main
2 Years Ago
Added new IAnimationEventReceiver that can intercept events from AnimationEvents component without needing to access the held entity. This works in regular gameplay as well as spectating. Reworked spray can to use new component for viewmodel spraying animations
2 Years Ago
Fix demo NRE when scrubbing while freehand sprays are created
2 Years Ago
Don't play world spray fx in first person
2 Years Ago
Merge from main
2 Years Ago
Merge from spraycan_merge2/decal_refactor
2 Years Ago
Reduce condition loss when spraying, add some condition loss when free spraying
2 Years Ago
Fixed NotifyLod components not respecting mesh.quality convar (will affect sprays as well as boom boxes)
2 Years Ago
Fixed spray sfx looping incorrectly when spray can breaks mid spray
2 Years Ago
Sprays that detect a sudden detection change will now break the line and start a new line This looks a lot better than attempting to make the turn with the limited geometry we're using This still only counts as one spray entity Remove point culling features, no longer needed
2 Years Ago
Change name of freehand item
2 Years Ago
Disable default blueprint on spray inserts (for initial testing)
2 Years Ago
Disable point culling, still needs some work
2 Years Ago
Merge from main
2 Years Ago
Fixed icon rendering Added frog boot spray
2 Years Ago
Cull free spray vert points that overlap each other
2 Years Ago
Fix colliders not being properly reassigned on server load
2 Years Ago
Better freehand spray icon
2 Years Ago
Fix server compile
2 Years Ago
Fix MaxSpraysPerPlayer not properly applying to free hand sprays Better item descriptions
2 Years Ago
Add global.MaxSpraysPerPlayer convar
2 Years Ago
Track timestamp and player responsible for every spray Restructure spray save data, remove some unused fields Add global.ClearAllSprays convar
2 Years Ago
Add server convar global.deleteallsprays
2 Years Ago
Adjust free hand spray item icon
2 Years Ago
Fix premade decals getting incorrectly destroyed while spawning, fixes save/load issues
2 Years Ago
Sprays are now decay entities and last three hours Exposed via global.SprayDuration/global.SprayOutOfAuthMultiplier convars
2 Years Ago
Fix not being able to use stored water on a spray when sprayed on terrain
2 Years Ago
Increased spray duration to 6 hours (temp, will convert to decay soon) Re-enabled rain check invoke
2 Years Ago
Added a free hand spray attachment, must be inserted into the spray can to allow free painting
2 Years Ago
Fixed some edge cases where a spray could be stuck as busy
2 Years Ago
Run accurate mesh snapping on regular MeshRenderer components and on objects on the Default layer
2 Years Ago
Codegen
2 Years Ago
Merge from main
2 Years Ago
Compile fix
2 Years Ago
Fixed decals switching back to the default decal after being pooled
2 Years Ago
Don't allow spraying until deploy animation finishes
2 Years Ago
Reapply spray LODs (subtract 69570)