243,122 Commits over 3,898 Days - 2.60cph!
Remove ununsed code, fix lighting on main scene
Update .gitignore
Remove obvious unused interfaces
SkinnedModelRenderer plays sound events
w_waterbucket - fixed scaling issues on model & connecting prefabs (so 3p anims can be created with logical scaling/positioning)
Add Sphere trace that doesn't return distance
In example tool, batch all the traces
Only do BuildGizmoDetails if components changed
ModelRenderer, SkinnedModelRenderer selection doesn't use hitboxes
Special scene selection for Model based components, because it's stupid to not do it this way
Add Widget.AlignToParent
Add EditorTool.AddOverlay
VR: stop NoOpPostprocess layer trying to clear again in stereo mode
Added EditorTool.AllowGameObjectSelection
Expose Widget.WindowFlags
Add WidgetWindow
Add SceneOverlayWidget system
Add WIP example EditorTool
Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code
Check if managed is ready before calling physics callbacks
Fixed aoproxy crash when changing model
Updated CitizenAnimHelper
SpecialMoveState
Sitting
SittingOffsetHeight
SittingPose
Add Scene.Trace.IncludeRenderMeshes
Add Gizmo.IsLeftMouseDown
Update ExampleEditorTool
Another engine2 cleaning pass
Missed a few more
Raincoat LODs
Add the same bounds checks as before to IzHeightFieldShape::CastRay
VR: Fix out-of-editor rendering
Move orbit camera to SceneEditorExtensions
Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that)
Updater for "snaprotationangle" int -> float, so it stops fucking spamming
Rewrite font manager to not use filename, instead uses font family name like normal css
All ttf and otf font files are loaded from /fonts/ folder and mapped to
their font family name, weight, style.
This is likely to be a breaking change if you had weird named fonts.
Stop scene first person camera shaking from continuous quaternion <-> angle conversions
Fix stray margin when expanding/collapsing components
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
Merge branch 'master' into updaters-test
stash
public/engine2 cleaning pass
Delete CSteam3Client, (old api?) steam interfaces can be got elsewhere
player update. exported bow 3/4 stance anim set
Leaderboard backup, run #8260
Reduced the amount of buoyancy systems needed on ss ragdolls from 11 to 9
Pixels but it works with scene system
Split fill TC and upgrade to wood into two different missions for easier help info logic
Don't allow player to rotate or demolish blocks on tutorial
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
Experiment.
Removed the need for a separate buoyancy system for every rigidbody on an entity. Updated player_corpse_new to only use one. Should be much more efficient. This technically makes the cached rootToPoint a little inaccurate since different limbs are moving around doing their own thing, but it's close enough given the benefits.
Unfortunately it just doesn't look very good. You miss out on the different limbs reacting to different wave heights and get a stiff body result.
Added a tutorial stage to upgrade the base to wood, includes crafting a hammer
Merge main -> NewRagdollImprovements
Fixed too many buoyancy points assigned on player_corpse_new buoyancy script. This could do with a more thorough improvement but this will do for now as a safe fix for Main post-lockdown.
Fix stray margin when expanding/collapsing components
Lowered how much fat the tutorial bear gives
Halve delay between missions when another mission autostarts after the last one
Updater for "snaprotationangle" int -> float, so it stops fucking spamming
Rewrite font manager to not use filename, instead uses font family name like normal css
All ttf and otf font files are loaded from /fonts/ folder and mapped to
their font family name, weight, style.
This is likely to be a breaking change if you had weird named fonts.
Stop scene first person camera shaking from continuous quaternion <-> angle conversions
Finish base mission step now counts items placed before the sleeping bag is crafted
Fixed typo in first conversation stage
Moved all deployables into the base
Remove buoyancy stuff from the ss ragdoll on the client side
Rose meshes / texture / prefabs / billboards
Merge from tutorial_island
Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that)
Improved ss ragdoll buoyancy
Fix init order issues with buoyancy script by saving the point data array early in PreProcess, and lazy-initialising the remaining arrays. Updated the prefabs of all existing buoyancy users to have the new data saved
twitchdroprenderscene scene cleanup, nearly all TIR renders set up
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Remove SetRenderAttributesForEnvironmentMap, Handshakes, ChooseEnvironmentMap and envmap bindings (cya), we're been GPU-driven for quite some time now
Backport Texture Sets from Valve code drop, much saner way to work with textures of this kind ( EnvMap sheet, LightCookie sheet )
Move orbit camera to SceneEditorExtensions
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VR: Fix out-of-editor rendering
Missed out a few files from my backup that were old, should be good now
Add the same bounds checks as before to IzHeightFieldShape::CastRay
Re-added missing files that were for some reason plain LFS text