250,375 Commits over 3,959 Days - 2.64cph!
Setting twist bone setting for player avatar to 0.5 to fix twist bones
adjusted improvised shield handle size to make it smaller
io arrow + temp input/output materials
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
Use a different syntax for HFSM declaration which results in a more compact and readable tree
Leaderboard backup, run #
14981
multiselect person panel
select all hotkey
camera look at target pos
camera look at target gameobject
control group hotkeys
Added avatar mask support to pose copy/paste
Renamed SksViewmodel class to MagazineStateViewmodel now that it is being used for multiple weapons
Removed the useEmptyAmmoState field on BaseProjectile and exposed it as an option on the MagazineStateViewmodel component (see SetHasAmmoParam)
Updated affected weapon viewmodels: t1 smg, sks, semi auto pistol, m92, prototype 17
Added Distance and Attenuation overrides to SoundComponents
Draw range gizmos on SoundComponents when selected, respecting
Merge from mission_accept_nre
Fixed a case where a player would receive client NRE's if they were talking to an NPC and another player accepted a mission while the original player had the conversation open
Added `Range` float and `Falloff` Curve to SoundEvent. Allows you to directly specify how many units away a sound can be heard and where along that range the sound begins to falloff.
Rename Range and Falloff to Distance and Attenuation
Added Sound Distance ControlWidget. Includes quick access to some preset common distances
https://files.facepunch.com/CarsonKompon/2024/October/27_19-32-DopeyAmericancrocodile.mp4
Moved all distance-related variables into a Distance Attentuation ToggleGroup (similar to occlusion)
Add attribute for audio distance float
Slider fixes
Re-implemented PreviewSound
https://files.facepunch.com/CarsonKompon/2024/October/27_20-48-SteepBighorn.mp4
Fix SoundHandle.ListenLocal not working as intended
FloatSlider on AudioDistanceFloatProperty is now exponential, so lower ranges can be fine-tuned with more granularity
Merge from binocular_uiscale_fix
Merge from prefab_replacer_improvements
Delete prefab replacer in the Window menu, should be fully superseded by my new implementation
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Added a UI indicator when the player selects a RPS option
Improved lighting on deployed C4
Phase 1 mergable (Grenades & placed explosives)
Fixed player spine look not working after ending a gesture
Added global.clearVendingMachineNamesContaining - will clear any vending machines that contain the string provided
Added global.clearUGCByPlayer - will clear any UGC (not just vending machines) that has been touched by the provided player. Works with steam ID's or player names
Beancan fizzle fx replacement. (Was concrete impact)
Protobuf gen, server compile fix
Fully disable the RollBone class (couldn't see it active on the player model but just to rule it out)
further sunrise/sunset tweaks
Added avatar mask support to the Pose Tool
Added across the board support for presets in all the TweakUI classes
Added first pass Low, Medium, High, Max presets in the graphics options menu
The UI scale slider now applies 0.1s after the mouse is released rather than while the mouse is held down
PicCamera etc
more pic stuff
Humans: remove animation-processing VMDL prefab instances living under currently disabled nodes, to work around issue #1681
Humans: added WalkFast_E + NE/SE (roughs)
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Updated loading screen tooltip icon to use the icon prefab
Allow a network message to update the tooltip icon enum
- Provides two things: existing loading screen plugins will now no longer break with broken network messages
- The previously used "title" message can now be an icon enum string.
Finish bone updates at end of update if transform has changed after updating bones
Leaderboard backup, run #
14958