240,226 Commits over 3,837 Days - 2.61cph!
Added a TODO to some old code
Be able to get object from CodeGen wrapped prop/method
CheckAllParenting method confirms that early-parented corpses actually did enter the trigger, and boots them out of the list if not
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
Added AmmoContainer, ammo system and reload
Basic working bounds check for ParentIfValid
Cheeky business to hide player's head for owner so it will never clip, but still render full shadow with head
Can use GetAttachment and use muzzle for shoot pos now (thanks layla!)
Setup attachments for bind pose animated objects, fixes incorrect attachment transforms on models not using animgraph
Added SoundSequenceData resource and SoundSequence class. Add reload sound sequences to USP and MP5.
Add FireSound and DeploySound to WeaponComponent
Add Extensions.GetTemplate for PrefabScene
Kind of better handling of switching weapons on network / mp5 test
Basic spread and recoil, auto fire
Fire Rate, Deploy Time, GiveWeapon, SelectNextWeapon, SelectPreviousWeapon
OneShotParticle extension, WeaponManager to store prefabs
Simplify particle mode selection - with most likely presets
https://files.facepunch.com/garry/2a502906-36a8-42dc-a536-0fdb6d8c089f.png
Make mode change button less obtrusive on ParticleFloatControlWidget
https://files.facepunch.com/garry/2bf2ff16-38ac-478f-89f3-3fa89a7ffbcb.png
Draw indicator lines through range
Curve editor supports ranges
https://files.facepunch.com/garry/bd829663-f1a0-4db3-8aed-4ad8b3ec4388.png
Leaderboard backup, run #9028
Allow editing of multiple rects
Make handle resize less sucky
Allow rects to be loaded from json
Cleanup + Rect gizmo testing
Fix motion blur not working, simplify it, make it use the same reconstruction technique as in dynamic reflections, I still don't like it but this gives correctness to it
https://i.imgur.com/YkSiZXY.png
Delete CurveProperty.cs
Add CurveRange struct (between two curves)
Add Random.Float() (faster to get float between 0-1)
TypeLibrary allow access to Curve and CurveRange
ConstrainToScreen doesn't call AdjustSize()
Floating WidgetWindows don't need to constrain to screen
Curve Editor WidgetGallery
CurveControl tweaks
Add CurveRangeControlWidget
Make curve editor less obnoxious to look at
Add CurveRange option to particlefloats
Make value range work
Light components derive from a common base class
Called the wrong function
Fix game test not being in test mode
Don't try to init steam during unit tests (!)
Bootstrap more linearly
Fix unit tests
Remove unused
Bootstrap cleanup
More Bootstrap cleanup
Leaderboard backup, run #9004
Experimental fix for NRE in NPC death when in an invalid position
Removing my very buggy inside parent check in ParentIfValid for now. Will fix soon.
Avoid potential NRE in TriggerParent ParentIfValid
Catch any skin refresh failures, so we won't ever get stuck in skinRefreshInProgress forever
metal detector addtional bulb at the bottom
viewmodel and LODs
added it to the the world and viewmodel prefabs.
Add enum for "backpack holster behavior"
Weapons can either be holstered on the side or back of backpack
Default to back of backpack
Assign all guns to the side of the backpack (big launchers better on back)
Add additional vector3(s) to control backpack holster offsets (some weapons want to be further back or rotated differently)
LargeBackpack Model Update
Don't explode props on touch if caught by physgun (explosive barrel)
I think this might just be the problem with npc_satchel
Don't explode props on touch if caught by physgun (explosive barrel)
Try a blind fix for npc_satchel crash
I think this might just be the problem with npc_satchel