198,617 Commits over 4,140 Days - 2.00cph!
AI design viewer/editor shelved work.
merge from metal_detector main
Ground fire experiments with new 2021 freeform particle stretching feature.
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though
Add a head look at constraint
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Various hierarchy improvements, gib overrides, set up heavy scientist version
Deployable setup
Add a Poke interaction, gives comfort in a radius for 15s
Added a hand look at constraint and adjusted the spine look weights down to match
Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
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Minor code cleanup, improve clarity on layer use
Merge RagdollFloatFix -> main
Fix floating server-side ragdolls when construction destroyed
Merge SSRagdollDeathVal -> main
Merge CorpseRagdollParentingFix -> main
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Merge from main -> qol_cached_browser_ping_text
Merge from backpacks -> aux2
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TTT: Change ammo type capitalization (Pull Request)
New TF2 map icons
L4D1 entity placeholders
Fixed config.cfg failing to load on game start up
Prevented animals from doorcamping shelter
updated player prefab & skeleton asset to use new rust player avatar
Fix recent changes to Entity:NetworkVar and naughty addons erroring
Fix recent changes to Entity:NetworkVar and naughty addons erroring
Reverted serverside implementation (didn't work)
Added to clientside instead (still server only with replicated var)
Added server convar to skip death screen warmup
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player update. exported wip rocket launcher anims and populated rpg override controller
Fix yet another crash with func_rotating changes
Fix some asserts
Limit DAdjustableModelPanel FOV to 0-179
Fix yet another crash with func_rotating changes
Fix some asserts
Limit DAdjustableModelPanel FOV to 0-179
Clear mouse Y input when cam is locked.
Lerp cam to locked target position.
swing bridge whitebox - figuring out design
removed shadow proxies using colliders as source and some less precise proxies
merge from mesh memory review
Stripped out rig controller into it's own prefab for easier merges
Added per spine bone look at weights
Add animation rigging package (third times the charm)
Add new Facepunch.BoneJobs plugin
BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on
Currently only has a single component, the AimSpineComponent
Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis
The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads
It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need
Improved eye and eyelid position on both client- and server-side ragdolls
- Move all TimedExplosive projectiles to the Physics Projectile layer
- Remove collider from those that still had one
There's no need to add a EntityCollisionMessage script to rockets and things that don't have a collider. It is needed for stuff like C4, so let's make it conditional.