240,651 Commits over 3,867 Days - 2.59cph!
Bunch of refactor and separate some detector/UI code.
Some placeholder VM setup
Leaderboard backup, run #7732
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
Fix wall being buildable between two different buildings allowing TCs to be connected and break
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show armor in nametag
lerp nametag armor color
armor still upgrade
fix cooldown opacity
chests etc can drop armor
Make a new mask specifically for the aim offset layer
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Cleaned up hand hold parameter handling
More solver iterations for server-side to compensate for 16Hz. Greatly reduced jitter
Use jobs+burst for 2D painting so very fast strokes don't kill your framerate
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand)
IK disable param is 0 by default, 1 will fully disable that hand's IK
Update rifle reload to reflect new values
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
Simplified ClientInit, less duplication
Finally fixed player neck bone issues properly for both client and server side ragdolls. Will try to clean this up a bit more.
vk: "fix" semaphore hang when recreating swapchains
vk: always use D32FS8 for depth buffer
Fix default keybinds applying over and over for multiple realms (`prevskin` and `nextskin` specifically)
high calibre revolver LODs
basic world model prefab setup
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer
Json seems to give a fuck that these are private setters
Merge from main (stomp craggy and manifest)
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation
Update manifest
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource)
Don't cast shadows from terrain, it looks dog shit
Revert
90141, fix client-side ragdoll neck issues
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
Confetti cannon takes 3 damage per blast, has 100hp
Poolable
Set up primitive colliders, deploy volumes, bounds, etc
Turn on add_breathe IK pass again
Merge main -> ServerSideRagdolls
cherry picking new shader from diogo's branch
Make sure dropped items that are actually stuck in something never reawaken (fixes stuck arrows falling off)
Ensured player is authed on the included priv.
Small changes to prefab.
Removed adjustable priv.
Set priv location to centre of shelter.
Adjusted priv range.
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Bit of cleanup
simd cell triangle vertices up front
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Sunflower meshes / textures / prefabs / LODs/ billboards
Supersample the brush texture when painting so the rotation shouldn't add pixel gaps to them
Add spray brushes with random rotation
Fix paint object turning black when the light is off and it's night time
https://files.facepunch.com/Rohan/2023/November/27_14-50-UnrealisticConch.png
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Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
.gitignore: don't ignore shader_c
Add sprite.shader_c