243,174 Commits over 3,898 Days - 2.60cph!
Parts have linear and angular damping, so use them
Dynamic joint scaling https://files.facepunch.com/layla/1b1311b1/sbox-dev_8tUelwOLEE.mp4
- Local vine setup
- Mountable calls vine update RPC
- Manifest rebuild
Initial work to render a line
Fix capsule collider update not using scale
Fix adding transformed RnHull, just make a new hull, we were transforming the serialized rubikon hull which is very bad!
Dispose of line renderer on destroy
- Vine object
- Prefab setup
Scale hull collider points with world scale
Scale ragdoll joint local frames by body world scale
Fix capsule collider not using world uniform scale when it probably should
Add motion enabled support to ragdoll, motion disabled drives kinematic bodies using render bones https://files.facepunch.com/layla/1b1211b1/sbox-dev_x0MIf0ioIl.mp4
Rigidbody with motion disabled uses shadow controller because it's kinematic
Destroy physics on ragdoll destroy too
Clear physics bones when switching out renderer
Add rigidbody flags to ragdoll
Add physics lock to ragdoll
Use renderer bone transform to set up ragdoll rigid bodies if they exist https://files.facepunch.com/layla/1b1211b1/sbox-dev_Rr8wJCrHB6.mp4
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine
- Rotation speed changes
- Mountable now shared between swings
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
Change mountable so the player doesnt insta die on dismount
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
Joint desc limits are in degrees
Return joint desc limits in degrees because who wants to deal with radians
Set ragdoll collider surfaces
Add work in progress ragdoll component that creates child rigid bodies from model physics https://files.facepunch.com/layla/1b1211b1/sbox-dev_CS4vIaEj8o.mp4
Make SetBoneTransform and ClearPhysicsBones because I need them
News section update, this looks worse, but it's actually better
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Fix faceted search not working
Remove mock GameObject/Prefab code from managed MapEntity
Add CMapGameObject map node with managed counter part that wraps a GameObject
Hammer world's Scene uses HammerSceneEditorSession
Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now
Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos
Hammer: Create GameObject Test option
More explicit HammerEvents
Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values
And the managed side
Serialize/deserialize CMapGameObject
CMapGameObject::GeneratesEntityModelGeometry()
Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader
Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up)
MapWorld.Scene sets a Scene.Source in an attempt to make AG happy
Tie Meshes to GameObject button
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at
Fix LatestPlayed being totally wrong
Name links are a component, keep it consistent
DailyUsers and DailySeconds - not used anywhere, waste of space
Pass CancellationToken down to kusto
Player API
Ugly stats
Leaderboard backup, run #
14597
Support HideAttribute on enum control widget entries
Add points primitive type to hull collider for the situations when you want a custom hull collider defined by points
- further cloud density+lighting model experimenting
- add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime
- clean up
Add attachment mode to ball joint, same as hinge
Fixed siege tower server collider
Ballista gamefeel, placeholder anims
Fix crash getting joint desc limits, interop hates this for some reason
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
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customize menu updates, arrow pngs
Added ballista spear ammo item + placeholder effect and projectile prefabs
updated refinery scene
tweaked cubemap values for night
TF2 new map icons/category + adjust some dark ones
Also fill the texture with white color if freeimage fails
This is for .png image loading
Adjust VRAD's -dumppropmaps TGA output to be correct
Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.