243,558 Commits over 3,898 Days - 2.60cph!
BeginEdit respects CanEdit
Basic name editing for TreeNode
Added a Waypoint Race system
Can be started via WayPointRace.startRace convar
Will look for a series of waypoints based on a passed string, eg. calling "startRace air_race" will make a race out of the named waypoints with the air_race prefix (air_race0, air_race1, etc)
All vehicles within 20m of the starting waypoint will be considered participants
Players receive a toast with a time at each checkpoint, a toast when they end the race with their final position and time and when all players have finished the race a timing sheet for everyone is sent via chat
Added a helipad start point to craggy island with an example set of waypoints
Cherrypick
84867 (Editor only) - 'Add Parent GameObject' update
Add global.updateNetworkPositionWithDebugCameraWhileSpectating, allows the debugcamera to update network groups as it moves around
This will only work if the player is currently spectating, when this enabled and a debugcamera is active the spectating player will be unparented from their spectate target
Fixed second player to join a blackjack game getting a white rectangle instead of the standard card back image on their first round
Removed barren map from bundles - Barren retired
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Light fixes
Can use Material and shading without PixelInput
Added BR br_sphere purple, red and green prefabs
Yet another materials update commit
Added Mint (teamid 9000/colour aeeeee) and Lavender (teamid 10000/colour ffe7ff) to the set of hardcoded team id colours
Added RelationshipManager.createAndAddToTeam that takes a uint parameter for easy testing (eg. RelationshipManager.CreateAndAddToTeam 9000 will make a new team with that ID and assigns the player in front of you to that team)
WIP expression generation rewrite
* To support expression nodes with multiple outputs
* Make sure nodes are evaluated as few times as possible
* Make sure output values are properly scoped / not overwritten
WIP CallGraphNodeDefinition
First pass of expression generation rewrite
Fixed failing tests
Some more work towards nested graphs
Test for expression nodes being evaluated once per output event
WIP expression graphs, output nodes
More input / output node validation
Basic UpdateInputOutputs support for expression graphs
Test for expression graph creation / invocation
Work on generating outer delegate for expression graphs
Can now evaluate basic expression graphs
Reachability validation hack for expression nodes
Reachability validation hack for expression nodes
Can now evaluate basic expression graphs
merge from io_budget_health
merge from qol_hbhf_stacksize
merge from audio_alarm_label_fix
merge from 3p hmlmg clipping fix
Bump ents library limits to MAX_EDICTS
Added Cull mode option (default Off) to "Particles/Alpha Blended" shader
Work on generating outer delegate for expression graphs
Increase stacksize of hbhf sensor from 1 -> 5
m4 shotgun viewmodel
- deploy update
- removed pump movement in reload
disabled animator on 3p entity
Fix citizens healing players with ai_ignoreplayers 1
func_door looping sound fixes
Bump ents.FindInCone/Box return limit to match FindAlongRay (1024)
Added lua_refresh_file <path>
Guard against re-entrant calls into Qt's processEvents
Fix splash screen closing before loading finished
set up attachment positions
Just for sanity, lets assert that we're the critical Qt stuff in the main thread
There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
Test for expression graph creation / invocation
Fix for waterguns not correctly applying the last burst of water.
Basic UpdateInputOutputs support for expression graphs
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs
These should be g_vHighPrecisionLightingOffsetWs instead of g_vCameraPositionWs
float4 DoAtmospherics( PixelInput i, float4 vColor, bool bAdditiveBlending = false ) -> float4 DoAtmospherics( float3 vInputColor, float3 vPositionWs, float2 vPositionSs, bool bAdditiveBlending = false )
ShadingModel is never going to be an interface like this
TransformNormal, NormalWorldToTangent accept explicit parameters instead of PixelInput
PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway
Delete DryEraseMarker from common ps code
PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too
Wrap Material funcs that interact with assumed common PixelInput with COMMON_PS_INPUT_DEFINED
Add support for moving multiple selected GameObject nodes in the hierarchy
More input / output node validation
Consolidating network messages
Fix UISystem exceptions on startup
Stop using Json for network messages
Lock messaging down
These network messages should be raw and uncomplicated, so lets do that