243,658 Commits over 3,898 Days - 2.60cph!
fixed triangle up collision gap at top of hexagon roof
tweaked distance for roof bottom line cull
removed leftover brick conditional corners from frontier foundation prefabs
fixed bumpyness on toptier/gingerbread/frontier foundation steps colliders
Fixed incorrect surface types on the movement collider of frontier stairs
merge from building_skins_4
changed gingerbread building skin to a nonconflicting unlock ID
Merge from experimental/release (Unity 2021)
Merge from experimental (Unity 2021)
Leaderboard backup, run #7228
Add test scene
Simple hud
Movement controller adjustments & additions
Create SurfScene.cs
Removing code, moving code, many "SSM TODO"s for later
More WIP. Still 95% removing code at this stage.
Early initial work on moving player movement to the server side. Committing this progressively even if not compiling since it's going to be a lot.
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)
Added a button to box, capsule, and sphere colliders - plus a context menu option - that automatically fits the collider to the size of any child renderers.
Disabled collision between Ragdoll and Prevent Movement layer due to use of Prevent Movement colliders in some vehicles (was enabled in 78391)
Tests for delegate recreation
Squash commit of VR components from vr branch
Basic blockout in game code editor added. Not useable yet.
m4 shotgun
- Added duplicated anim files
- Adjusted anims to place ammo in main body instead of stock
- Added animator, populated with edited anims
- Set vm prefab to use new animator
Add TextRenderer component
Fix OOB crashes with Entity.GetAttachment
Update Facepunch.ActionGraphs
Some more tests
Repro for "TryExpression is not supported as a child expression..."
Give up on wrapping expression nodes with try/catch
merge from hackweek_cliff_rework
On node deletion, remove unreferenced variables
Show variable type in add node context menu
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Node error messages, GetRelevantNodes, property get / set
Let TurretComponent.OnShoot handle setting the velocity
HandleConfigs
Tweak how properties appear in node creation menu
Fixed getting relevant nodes for signals
WIP property panel in action graph editor
Constant node drawing tweaks
Small action graph editor fixes
Error list panel
https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png
Fix error when clearing links
Stack trace integration for exceptions thrown by action jigs
Field get / set, sort nodes better
Instance method nodes
Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Comment nodes
Node display tweaks
Icon fixes
Rerouting and other fixes
Error list title fix
Action link pulsing in editor
Jig -> Graph
Editor.ActionGraphs -> Editor.ActionGraph
To match Editor.ShaderGraph
Start on undo / redo
ActionGraphComponent
OnUpdate, OnTouch action components
Football demo using action graph
Enum constant node fixes
Action component tweaks
ColliderBaseComponent was renamed to Collider
Copy / pasting nodes
Rework comment and reroute nodes in action graph
Make comment node inspection work like ShaderGraph
Comment nodes are listed separately
Basic variable selector / creation
Rework how variables are added
Fix suggested variable nodes when dragging from an output
merge from /building_skins_3/building_skins_4
frontier and gingerbread can now be used in standalone, temp unlock ID1
merge from DroppedItemFix
Deleted telephone.worldmodel. It was unused, and broken.
Replaced all world models that used mesh colliders with primitives, except for chair and rocking chair. This is already in the current art guidelines - most of these are very old, or for some reason, Christmas themed. Helps a lot with any remaining dropped item collision issues.
Leaderboard backup, run #7204
Use primitive colliders for all the rocket world models
Continue to use ContinuousSpeculative collision alongside the new checks
Custom physics solution for dropped items. Fixes items falling through things in certain situations.
Removed my fell through terrain check methods in DroppedItem
Updated to Unity version 2019.4.7f1. Since Unity's old networking system was removed in Unity 2018, removed UnityConverter and related methods.