243,415 Commits over 3,898 Days - 2.60cph!
updated melee holdtype override controller
exported player update first pass melee anim set
populated melee holdtype override controller with new melee anims
disabled spine ik on hachett entity prefab
exported player update melee anim set
merge from gc_buffer_settings
merge from fix_guest_enter_main_code
merge from legacy_shelter
Quick and dirty loading screen when downloading game menu
Added total range percentage.
GetDetectionPos correctly applies view model cam offset if used.
WIP light setup.
Added editor-only MainMenuSystem.IgnoreEditorEscapeKey convar to prevent escape key from bringing up the UI when you want to siwtch mouse between editor and scene views without bringing up the UI
Bunch of refactor and separate some detector/UI code.
Some placeholder VM setup
Leaderboard backup, run #7732
Only allow aim offset when standing still or aiming, let regular animation take control while sprinting or jogging while not aiming
Fix wall being buildable between two different buildings allowing TCs to be connected and break
thumb_up
13
thumb_down
10
show armor in nametag
lerp nametag armor color
armor still upgrade
fix cooldown opacity
chests etc can drop armor
Make a new mask specifically for the aim offset layer
▅▊▋▇▆▌ ▍██▄▋▇▍ ▌▌▋▉ ▆▄▄▋▍▍▄█▅▇, ▌▇▉▉ ▌▌▊▌ ▉ ▊▇▅ ▉▆▆ ▇▅▇▄▉ ▌▋ ▌▋ ▆▇▅ ▄▆▊▊▌▄ █▅▄'▌ ▉▌▉▇▄ ▇▅ ▆▅▉ ▌█▉▋▋ █▊▉▄▉▌
Cleaned up hand hold parameter handling
More solver iterations for server-side to compensate for 16Hz. Greatly reduced jitter
Use jobs+burst for 2D painting so very fast strokes don't kill your framerate
Renamed leftHandIkModifier to leftHandIkDisable for better clarity (and the same for right hand)
IK disable param is 0 by default, 1 will fully disable that hand's IK
Update rifle reload to reflect new values
Add leftHandHoldDisable and rightHandHoldDisable animator parameters to disable the hand poses during an animation clip
Simplified ClientInit, less duplication
Finally fixed player neck bone issues properly for both client and server side ragdolls. Will try to clean this up a bit more.
vk: "fix" semaphore hang when recreating swapchains
vk: always use D32FS8 for depth buffer
Fix default keybinds applying over and over for multiple realms (`prevskin` and `nextskin` specifically)
high calibre revolver LODs
basic world model prefab setup
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer
Json seems to give a fuck that these are private setters
Merge from main (stomp craggy and manifest)
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation
Update manifest
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
Revert
90141, fix client-side ragdoll neck issues
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
Confetti cannon takes 3 damage per blast, has 100hp
Poolable
Set up primitive colliders, deploy volumes, bounds, etc