242,147 Commits over 3,867 Days - 2.61cph!
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
.gitignore update, case sens changes
Adjust recoil system to be more sane
Add some UI components back, start on ammo hud. Default map facepunch.prison
Reflect real ammo counts, fixed MP5 ammo container
Fix node graph comment not saving position after resize
Switch asset warmup to use the existing Timing class
Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
Fixes
Fix input to work on the controller
GameObjectControlWidget: allow opening prefabs in editor
Merge from unity_2022.3.24
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
▅▄▅▆▆ ▍▄▄▆ ▇█▅█▆█▆▇█▆▊ █▋▊▅▉
More fucking around with Unity.AI.Navigation
Link.IsNestedInput
ActionGraph delegates can override input values
Removed some bullshit files, compile fix
Analytics for asset warmup & prefab warmup
Maybe fix hostile UI sometimes not showing if you're inside a safe zone
merge from fix_ammo_unload_drop
merge from fix_pickafriend_dark_colors
merge from fix_broken_minigun_delete_ammo
merge from fix_place_foundation_under_floor/roof
merge from reduce_server_tags/compact
merge from tutorial_terrain_splat_issues
Fix index out of range sometimes when clicking on the clan announcement textbox for editing
Fix clicking on the clan announcement textbox not being able to put the caret right at the end of the text
New Hair + Space Suit LODs
Citizen: convert the remaining 'Walk2X' sequences to source the new WalkFast clips
Fix horses occassionally being hit twice by bullets & dealing an extra +50% damage to them
- raised density to 100 = no bullet penetration
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
Ported over a bunch of pathing code from Bradley
Swapped wheelbase to that of a Ford Transit :O
Use interfaces instead of attributes
Unused GameObject.PreRender
Component.OnStart works on components that don't implement OnUpdate
Added Ackermann steering to target
Client IO lines parenting (missed some files)
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
Swap to BaseEntity
Added scene to scene loader
Shock and tire animation swapped to clientside
Cleaned up vendor scenes
Initial test scene and client and server script setup
Fix ammo being dropped on the ground when unloading a weapon with a full inventory
▍▉▌ ▄▅▉ ▄█▊▊▄▉▉▅▅▅ '▆███▉▊▋▍▋' (▋▅▉ ▉▊▍▅▄▇▌▄▍ ▉▇▍▄▊▍▍), ▊▅▅▅█ ▋▊▆▌▌▆▇▋▍ ▇▇██▍▄▊ ▍█▅ ▆▄▆▊▄██▍▋▌ ▇▊▉▄▅ ▌▍▊▇, ▆▄▉▇▍▆ ▍▉▉▋ ▍▆▊▊ ▍▌▇█▄▅▇█▇▊▍
Start doing some stats for maps
merge from fix_spawn_map_entities
merge from fix_safezone_backpack_drop
Bullets point towards lerped direction, not raw input
Fixed projectile collisions being funky, disable main collider properly
Changed wire culling to per-pixel; disabled by default on materials
player update. exported setup L96 rifle animation set. made L96 holdtype override controller for it too
Don't update scene view camera input if the editor window isn't active (sbox-issues/issues/5383)
Implement haptics for shooting
Trigger haptics when taking damage