243,202 Commits over 3,898 Days - 2.60cph!
Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource)
Don't cast shadows from terrain, it looks dog shit
Json seems to give a fuck that these are private setters
High precision lighting offset
Use new Depth helper class
CPU Bilinear interpolation for sampling terrain height
Move terrain editing to editor code
some toolvis sceneview options, messy
latest component changes
brush update
splat shit painting
pinata deploy and volume pass
merge from qol_hbhf_dialog
Do not register duplicator related stuff clientside (Sandbox)
Minor cleanup in matproxy library
Pass correct envmap index
Reenable high precision lighting, it's all fine now (but still considering removing it)
Do not register duplicator related stuff clientside (Sandbox)
Minor cleanup in matproxy library
m4 balance changes, accepts extended mags
Prevent tooltips from opening upwards when they would be close or beyond the top of the screen
Set VR depth resolve & refract textures, fixes glass rendering in VR
Fix SERVER compile errors
player update, set correct holster posiotn and held position on timed explosive entity
player update, set root transform position xz to original on explosive anims, melee and revovler anims
Add Scene.Trace, HitboxGroup (heaby work in progress)
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Pilot collider particle fix.
Shelter door and shelter take same damage from all entities.
Fix components not getting unregistered on destroy
Merge from main -> qol_hbhf_dialog
PhysicsTrace cleanup, can trace against Capsule, BBox, Sphere individually
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Blast position fix
Cooldown to 5 seconds to make less spammy
Barrel hole opening corresponds with cooldown
Re-enabled placement within shelter
Add chainstodoor to Door @BaseClass in base.fgd (#2031)
Fixed OnProjectileAttack NRE caused by loading pre-existing shelters on save.
Legacy bow - updated anims and ironsights so it fires like the regular hunting bow
player update, set satchel charge entity to link to r prop bone and use the 2h explosive holdtype override
updated unarmed 3p idle breathe anim and altered poses 3p 2 handed explosive anims to maatch the idle breathe pose
ReflectionSerializedObject properties set their PropertyType
merge from building_skins_4
further mask downscale, using a small res mask to sharpen transitions
Kickstool asset update
updated texture and data uploaded to asset party
Attributes to ignore / include members as ActionGraph nodes
Uploaded Pinata Bat FBX, Textures and Materials
Node menu category icons, reordering
Allow icons in node categories