242,372 Commits over 3,867 Days - 2.61cph!
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Cleans up invokes on destroy (applied vending machine screens NRE fix)
Merge from tutorial_island_cmd_rate_limit
player update. exported/set up salvaged axe, hammer and icepick deploy and attack animations and made new holdtype override controllers for them
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
Added a new blooded version of the burlap sack world model for the Head Bag
Added network_group_debug convar (default false)
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More recall logic/testing.
Hair & Beard Tinting (Test)
Replace sounds for GrenadeBeam.HitSound to existing ones
Added "Use" input to the base fgd
Steam Audio Reflection (#1490)
Reflections are re-enabled again. Be aware that right now only "static" colliders block audio.
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Lets add these incase they're needed
Added icon for broken items
Add AudioMixer, Reflection performance graph
Fixed tutorial island missing terrain splats
Protect against invalid transform in CPhysicsBody::AddMeshShape, fixes crash some games are having
Condition is now displayed if its less than max on the vendor UI
Tentative fix for #1492
This might lead to it falling back to normal hotloads more often, but
at least it shouldn't throw.
Remove debug
Clean that up a bit
We can limit the max number of reflective sounds simulating, allowing to put a performance cap on it
ComponentFlags.NotNetworked. When a component has this flag, it won't be serialized in the scene snapshot or with a networked object when sent to other clients
Brutalist church progress
Avoid throwing / catching exceptions when upgrading delegates (#1491)
Was very slow when the debugger is attached
chicken costume DLC unlock fix
Don't EditLog if we're not in the Editor. EditLog separate from BreakFromPrefab because we don't wanna do that just because we're spawning a networked object in a running scene.
Interpolation Fixes w/ Ownership Change (#1494)
🤞
Delegate.TryGetActionGraphImplementation() extension method
Facepunch/sbox#1491
Refactor ray and shape cast (#78)
Shape casts are more naturally expressed as an origin transform with
translation. Ray casts now use this convention as well.
cast (start,end) -> (origin,translation)
Add support for multiple cast hits with a callback. Added test for this.
Improved test bed with:
- first person camera on right-click
- tree view for tests
- all tests in cpp files for faster iteration
- tests are now categorized
- save/load of settings
shape cast penetration (#79)
Simple penetration computation for sphere and capsule casts that
initially overlap.
Must be within radius. Deep overlap not supported.
For sphere or capsule versus mesh, returns the deepest triangle.
Added buffering and flushing for text rendering.
Report penetration for all cases (#80)
Report final penetration in all cases, this lets a character mover sweep
and resolve.
This is needed because shapes with a radius may have a small overlap at
the end of the shape cast.
fixes:
- sleeping assert
- sleeping tolerance use length units
- fix shape filtering in broad-phase
Cast bug fix (#81)
missing case in recent refactor
Fix some more cast callback conditions (#82)
more testing, more bugs
fixed sample
IK Solver (#83)
Izabu:
- Initial commit of full-body IK solver and test
Body Definitions (#84)
overlap tests
remove bvh alignment
eliminate duplicate swing/twist functions
eliminate redundant limit macros
simplify unaligned SIMD load
beginning of C API
Fix Unreal build (#85)
Closest point on body (#86)
Also fixed sleep
Re-arranged GJK proxy to remove hole in struct
Tested closest point in Explosion sample
Events (#87)
Event arrays are available at the end of the time step instead of using
callbacks.
Added a faster array for simple data types.
Shape definitions for more efficient shape creation.
Event fixes (#88)
Added hit events and a world level threshold. Captures the manifold
point with the largest approach velocity.
Added stack array (but not used yet).
Added test for hit events.
Added initial relative normal velocity the the manifold. We can use this
later for speculative restitution.
No longer copying manifold data to begin events.
All events are configured on shapes and all are off by default.
Axis lock
Joint active
Joint breaking
Joint break callback
IZ_LINEAR_SLOP
ShouldCollide callback
Ignore izShouldCollide(Body, Body) if one of the shapes is a sensor
Sphere query broadphase
Heightfield shape
Mesh contact checks IzConcaveShape
Dont calculate mass for heightfield
Bounds checking in izCreateBVH to be safe
Snappier scientist weapon equip on spawn
Merge from demo_packet_ordering_subtract
This doesn't need to be internal anymore, was leftover from testing
Subtracting demo packet ordering due to server crash:
- Server Exception: Network Cycle
- ProtocolBufferException: Got larger VarInt than 32bit unsigned
remove chicken costume from loot table
merge from fix_sendupdatedinventoryinternal_nre
Return hit if maxlength < 0 (!)
Test reflection per input
Tweaks
Partial rewrite
Use audio materials
Tweak how static meshes work
I am sorry, I don't see a better way to do this
Re-using these samplers
Some sample rate math notes