240,003 Commits over 3,837 Days - 2.61cph!
Added basic motorbike entity without sidecar
Added cinematic gestures for kick and push anims from frontier bar door interaction. Re-linked drink and chicken cinematic gestures
Added talk_06 cinematic animation
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Poster scene backup: 'Light the Way' hero
Brutalist church progress
Delete Input.AnalogInputs/GetAnalog (might re-add later)
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Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
Fixed remaining issues with condition display
Now respects updated max condition properly
Same bounds fix for DirtyControlMapRegion
Fix ByteStream.Write negative offset
Expose MixBuffer's raw pointer in safer way
Fix NRE on object desyroy (sorry!)
Forward controller axis events to managed
Forward controller button events to managed
Add prefabs for cubemap fog, envmap probe, gradient fog, volumetric fog
Hide terrain component, don't create this manually
Update actions.triggers.scene
ActionGraph window is a dialog, stays on top of editor window
Fix GetAttributes sometimes returning null
Don't write null values in components
Add OnComponent actions
https://files.facepunch.com/garry/65558502-1f39-48b8-81eb-e54a43e025a9.png
Add Collider.OnTriggerEnter, OnTriggerExit
Create actions.triggers.scene
Make block primitive hollow option work
Clamp instead of throw in DirtyHeightmapRegion so we can paint on terrain boundary
Collide against heightfield grid instead of trying to triangulate it exactly, slightly less accurate but faster
Leaderboard backup, run #
10204
Fix demos throwing exceptions when threaded networking is disabled
Force full server demos disabled when threaded networking is off
Rip out SteamInput and our Controller API
Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs
Turn off steam overlay in the editor again
Merge RowboatDismountBug -> main
Check that the list we get really is empty when we get it, and report if it wasn't
Merge RowboatDismountBug -> main
Merge RowboatDismountBug -> main
Increase latestSeatClipSeemsFarAway threshold to 40m
merge from RowboatDismountBug
One more missed collider list free
merge from RowboatDismountBug
Fixed three cases where we got a pooled collider list and never freed it
Additional info for the SeatClipCheck error data that goes to Sentry. Plus filter out collisions that seem reasonably close to the rowboat, so we get less error reports for valid hits.
Draw open edges with half thickness