112,069 Commits over 3,928 Days - 1.19cph!
Oops, don't need Default section on the ServerVars, only the replicated ones
Code review, add defaults to the new vars
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab)
Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
Time convar changes following code review
Various lantern regression fixes.
Improved lighting from it a little bit.
Tweaked light color a tad, for greater contrast vs flame lights.
Cherrypick `hackweek_combat_playground`
Added "shhh" sounds to shushing gesture - 2 variations.
Fixed anim events missing from latest updates + tweaked temp icons.
Fixed collapse not working with skinned objects, not casting shadows
vm sks anim tests, animator updated
Setup vendors own type of vending machine rather than using weapons one
Vendor now grabs reference to its own machine
Force machine on map update
Code cleanup
Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
pooltable asset, textures and materials and balls
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
Vendor can now be stopped by a player gesture
Used a state machine instead
TestParameterSource field and property support
Setup sell orders properly
Add targetting system
Added TestParameterSource attribute to allow dynamic parameter sources for tests
Add convars to scale damage by region (head, torso, legs)
"Fix" existing armor convars to scale damage instead of armor (50% armor * 2 = 100% armor isn't useful)
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Final commit, time based fading
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merge from cargo_stuck_fix
merge from ServerBulletRadiusFix
More unfucking from library corruption
Folder cleanup.
Initial item setup/prefabs.
Various fixes, move to PrefabPreProcess so it gets run once per prefab
Sprint bar timing works properly, with network sync
Sprint WIP + remove leftover snowmobile mount code
Added egress state to debug_cargo_state
debug_cargo_status and debug_info no longer need to be called from in-game
Updated finger gun gesture to use middle finger too. Added icon
Flag/proto setup and refactoring
Convert some inputs to flags
Two cargo ship movement fixes:
-Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions).
-Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
Fix quote mark location in PrintDefinedFlags