522 Commits over 334 Days - 0.07cph!
Validate AssetBrowser location before trying to navigate, tidy up a bit
NetDictionary implements IReadOnlyDictionary
Our Dictionary.GetValueOrDefault extension doesn't need to exist
Revert "DictionaryExtensions use IDictionary so they work with whatever"
This reverts commit 6d3e964af97afe619b715b358bb66cbe61246208.
DictionaryExtensions use IDictionary so they work with whatever
BytePack serializer for TagSet
Obsolete DamageInfo.IsExplosion
Move ToString() to TagSet base
No need to defer resource manifest disposal, can double up which is causing crashes
Shadergraph: prompt before discarding changes when opening another graph from asset browser
Coffins inherit velocity, rotation
Gauss: remove minimum charge time, expose jump force/charge power curve, alt fire will also switch away if out of ammo
Stop gluon getting put away when you try shooting before it's fully pulled out
Add shock damage type, sound
Prevent damage sounds from stacking
Damage indicators use focal point so the bearings are a bit more readable when close up
Count trigger_hurt deaths as suicide
Bot tasks use GameObject.EnabledToken
TriggerTeleport has include/exclude tags
Update test scene with all items, weapons, gameplay stuff
Adjust wonky gizmos
Standardise item pickup pivots on the ground
Don't require prefab templates to have sources
Preferences toggle for drag drop placement at pivot vs offset by bounds
Gauss ammo pickups weren't giving anything
Simplify, tidy up pickup notices
More UI cleanup
Size up nameplate instead of scaling, makes text sharper
Show nameplates for bots
Kinda weird to highlight our death messages in the feed actually?
Adjust damage taken sfx volume, randomise pitch a smidge
Rats tweaks: visuals, movement/throwing, add lunge cooldown
Rats: trim death sounds into randomised clips, explode into fluff
Rats: weight roam location picking vaguely in the direction it's facing
Fix busted prefab variables
Hook up AttackStart/End weapon events for continuous attacks, attack_hold anim param
We can just sync beamTarget
Weapons are unswitchable if they're empty and we can't also reload it
Skip pending/destroyed children when collecting components recursively
Rename autowepswitch cvar to match all the others (now sbdm.autoswitch)
GameSettings -> GamePreferences
GameConfig -> GameSettings
Add fast weapon switch pref (sbdm.fastswitch)
Try to use the closest instance (eg docked in that window) when we do 'Find in Asset Browser'
Fix wonky spacing in locations list
These hammer asset browser locations haven't worked in forever and nobody seems to care so bin
Hammer: hook up run map/launch in engine shortcuts
fix native build
Fix SatchelChargeWeapon NRE
Scoreboard.OnPlayerClick safety
Add gameplay prefabs to gameobject create menu
PlayerController: prevent EyeAngles stomping, maintain rotation when reenabled
Stub out ISceneUndoScope for hammer sessions instead of throwing everytime we try to interact with a gameobject
Hammer: can create GameObject under mouse via right click menu
Add Popup PositionMode.UnderMouse
Adjust damage indicator, bin the vtex
Tweak hud element layout when scaling
Interactable scoreboard, player popup with social options
Comical crossbow impact sound
Prevent auto-switching away from weapons in use (cooking grenade, charging gluon, etc)
Gauss gibs when charged up (dealing > 70 dmg)
Draw radial damage indicators with a single textured quad
Add HudPainter.DrawTexture
Looks like Player.Controller is sometimes null, try to catch more info as to why
Network crossbow explosive bolt fx
Fix crossbow scope tunnel vision, move to command list, draw under hud
Enable trigger collisions between playercontroller and projectile
Fix wrong transform on crossbow stuck bolt
Ping is in ms now
Let us do custom tags for damage traces, make gluon gib
Make explosives great again, only let map geometry block our los trace
who left this here
Fix localised damage (restore playercontroller tag and rules for player colliders)
Adjust crossbow explosion fx positioning
Zoom crossbow scope a bit more
Call rpg ammo Rockets
Crossbow: shooting while aiming does a raycast attack
Crossbow: primary bolt is explosive
Sparky bolt impact
Smaller explosion for crossbow bolts
Crossbow: decrease time between shots, use clips
Scale sensitivity when zooming crossbow proportionally
Use same autoreload/dryfire logic everywhere
who left this here
SwitchAway avoids empty weapons
Play Map via context menu will play/launch the map in the startup scene
Hornet: decrease lifetime (4 -> 3) and damage (16 -> 10), make targeting more direct (avoid orbiting), fish die/munch sounds, fish are killable!
Fix gluon splash damage not being attributed to the killer
Increase nametag panel size, text-overflow
Move killfeed further up
Use vertical fov
Scale hud for screensize
Position chat consistently
Gluon beam does splash damage
Trigger network refresh when taking pickup
Scene Hierarchy: id: token to find object by its id