243,174 Commits over 3,898 Days - 2.60cph!
Ballista loading and firing logic
Added projectile firing overload methods to BaseMountable
Fix bounds checks when editing world
Freeze player when spawning, save position when quitting
Implement CastBodyMultiple for trace body run all
assault rifle
minigun
bolt action rifle
added brick_debris_a2 blend
updated some existing sbox.game assets
Fix wolves not comming to help their allies under some cirumstances
Prevent NRE from playing delayed reload sound
Prevent NRE in PlayerPawn DamageTakenEvent handler
We can network component references automatically now, don't need this
Tweak position of usp muzzle points
Fallback to random SpawnPoint if none match, prevents possible out of range lookup
Fix possible NRE when exiting scene
Add: Perf Test dud to boot ProcGen map
Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles.
Tests: Confirmed that the player asserts when running the new test
exported metal shield world model anims
Update package totals periodically
Getting package type list is faster
Move contest settings
Package type list
Can edit package types
Fixed duplicated constraints making Lua errors sometimes
Resolve memory alignment issues with 24bit images (.pngs, etc.)
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
Box component with razor attributes
Box modifier documentation
Fix Trace.Body not using start rotation
Link to steam profile, show gamerscore on profile
User page titles
Clean: removing unnecessary checks and files
Tests: none, trivial changes
playerupdate. player animtion controller updated with correct anim clips
Update: when enabling PerfFwk ensure we have 64bit arch selected
Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony).
Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you
Only damages building blocks atm
Placeholder animations and effects
▅▆▌█▇ ▅▋█▊ ▋▆_█▌▆▊_▅▆▋█▌▌▇▅▆ (▉▅▆ ▄▅▅▋██ ▉▍▋▊█▊▊▆ █▍▌▋)
Fix wolves absolutely wrecking cars with their attacks
Clean
Profile pages use custom urls from Steam
Can hide public profile (follows steam)
Comments link to user page
User achievements page
setting up metal shield viewmodel anims
▄▄▄▊▉ ▊▍█▅ ▇▆_▆▄▅▌_▊▊▆▇▆▇▇█▌
▉▋▇ ▇▅▋▉▍▄▍ ▉▉▇▊▅ ▄▅▊▇▌▅ ▅▆ ▉▅▍ ▍▍ ▌▄▍▅█▇▆▉█ ▄▌▌█▅▅▆ ▅▇▆▋▄▌.▅▊▊▄▆█▉.▌▆▅▋▉▅▍▄█▄▍▇▊▉▅
Initial
Assets have colors
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Asset type picker
Renames, deletes, duplicates handled by IAssetListEntry
Clean up
Implement `t:vmdl`/`t:vmat`/etc. and filters
Implement Everything & Recents
Cloud browser uses facets to select type - hide picker on search bar
Fix warnings
reinforced wood shield world model
Cloud browser uses facets to select type - hide picker on search bar
Update: don't trample on existing defines when changing mode switches
Saves a bit of time when working with Performance Framework
Tests: confirmed RUST_PERF_FWK stays when switching to none, client, client+server
Add Input.config
Fix warnings
modular car style suspensions for battering ram and skateboard
BatteringRam now inherits from GroundVehicle
▊▇▌▅▇ ▊▌█▅ ██_▋▄▌▊_▊▌▇▍▄▅█▋▆ (▊▆▄ ▊▊▍▇▅█▄▍▌▄▌ ▆▇▍▍▉▉▆, ▅▅█ ▉▌█▍▋▍▆▆▊▉▉▄▉▅▋ ▅▄▇▇▄▌▋)
Fix ai.killanimals command not killing the new wolves
Put all new AI code in a separate namespace to avoid confusion with old AI framework
Modify codegen to support namespaces
Buildfix: Harmony loader is conditionally built via asmdef settings
- Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines
- Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64).
Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
Update: Exclude unnecesary scenes when PerfFwk is enabled
- We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues
- It also saves iteration time, since we only build scenes we'll use for perf testing
Tests: same as before