244,561 Commits over 3,898 Days - 2.61cph!
Gizmo Draw Sprite alternative
Gizmo object scope
Gizmo object selection
Add SelectionSystem
BaseItemWidget has a SelectionSystem, which can be set (allowing selection sync)
Split the build base objective into two parts, building the foundations and then building the walls
This allows an extra modal UI to explain softsides
Add a specific mount stage to the final mission
Merge Main -> Experimental
Don't need to use MarkRenderTargetRead
Fixed modular cars not being pushed by explosion force if hit in a way where only the module(s) took damage, and not the base chassis. Reduced overall car explosion force to compensate for the fix.
Build 1 cubemap per frame for now, render thread getting overwhelmed?
Switched my inventory loadout back to standard rocket launcher
Harvest pings can now be changed per objective so different resources can have their own pings
Fix infinite loop, I'm very curious why this doesn't cause problems on master when it very obviously should
Build dirty cubemaps from OnClientOutput instead of OnFrameBoundary
Render cubemaps by adding views and procedural layers
Calculate bounds outside of CalculateNormalizationSH, dumb and also can't set scene object bounds during render
Turn on c++20 and see what fucks up
Thats a lot of errors - lets do /permissive for now
tier0: c++20 fixes
More
Update protobuf to 24.3, patch for source2
That's everything to make it compile
Swap craft bow and craft bandages objective
Heal objective now just requires the player to use a bandage
Added VarUInt read & write methods because protobuf serializes strings different than NetRead & NetWrite does
Ensure stream position is correctly offset when writing strings & variable length int
Merge Main -> Experimental
Removed accidental include
Merge Main -> Experimental
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Some reorganization
Some more documentation
Finished documenting ActionJig.cs
Merge from /main/deckard-render
Added Match Main Camera toggle to sync settings with in-game DoF + removed auto focus option + added dof_deckard convar
Validation: check variables are always assigned before accessing
Disable connection sharing for now
Disable connection sharing for now
Support for Input<T> parameters, while node test
Run Input.SetFocus( null ) on IControllerInputSystem.Destroy
Add IControllerInputSystem.Destroy
Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around
Minor cleanup
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Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong
Separate tutorial bear AI design.
Get rid of magic "event" name
Variable reference serialization
Traverse blocks relative to the screen size, instead of set pixels
Expose ClearFlags
Don't update PanelList if not visible
Throw warning if enum property can't be shown for some reason
Add SourceFile, SourceLine to SerializedProperty
When enabling VCS, use the mouse's current position
Remove PanelTraversalOverlay, it looked shit
Added local variables, fixes #9
WIP invokcation cleanup using Expressions
Finish refactoring invocation
ActionJigs compile to a single expression tree