244,576 Commits over 3,898 Days - 2.61cph!
NavigationMesh available out of game
* Supports runtime generation
* Pathfinding all in c#
* Save/Load navmesh
* Added Triangle struct
Fixed conveyor Filter AND mode outputting the filter success output if no items passed the filter
NavigationPath is in engine now
Fixed player potentially getting stuck in the skydiving pose when stuck between two objects and considered non grounded
Skydiving animations will now only play if the players velocity is > 10, should also fix some reports of the animation triggerring while climbing ladders
Fixed some IK weirdness during parachute deploy animation in third person introduced in
87586
Fixed minicopter push behaviour regression from last month
Wheels weren't being updated all the time anymore and most of the minicopter push movement is via the wheels, so now we let the wheels run while we're pushing
▋▄▅▇▆ ▊▋▊▇▊ ▇▅▄▍▊ ▄▆▊▋▅▌▌█▊ ▌ ▋▋█▄▄▊ ▉▋▍▇ ██▋ ▊▅▄▊▍▄ ▅▍ ▋█ ▌▍▅▋▉▅ ▇▌▉▉██▌▇▊▆ ▍▌▇▅▉ ▆ ▊▉▍▊▄▅ ▌█ ▉▌▍▇▊▅ ▌▍ ▍▊▉ ▉▌▌▆▅▆ ▋▄▊▄ ▆▊▊▌▊ ▆▊▋▍▅▆ ▍▄▄ ▊▉▉▋▉█ ▄▌ ▋▉▄ ▇▋▆▌▇▆ ▅▆█▆▅▆ ▉▍▌▅ ▅▄█ ▇▉▌▌▉▊
▋▄▉▆ ▍▇▍ ▅▋▆ ▉█ ▍▉▌ ▄▋▊▋▉▆ ▄▋▊▆▍▌▆▆▉█ ▌▊▆▉▅▉▄█ ▌▅▅ ▋▊▇▋▅█ ▉▆▌▆▅▄▇▋▇▌▄ ▍▉▋▌▆▌▊▋, ▋▄▊█▊▅▍▇▅▆'▄ ▇█▌▇ ▊▍▋▆▋▉ ▍▌▌▋▄█▇█▆▉ ▌▊ ▍██ ▍▋▅▅▆▋ ▅▉ ▇▉▉▅▅▄.▌▉▉▌▆▌▆▌ ▋▊▊▉▌▌▋ ▅ ▋██▍▋ ▆▉▅▉▌▋ ▇▉▆█▇ ▅█▇▍▇▋▋▉ ▆▄▍ █▉▊▌ ▇▋▅▌'▄ ▋▆ ▆▊▍█▇ ▇▅ ▌▆▉ ▅▆██▉▋▌ ▍▋▌▊ ▊▆▅▉▍▄
Removed the legacy parachute animations in the player controller, they weren't being used but were throwing some warnings on boot
Improved hand IK easing on first person parachute, created a new SetParameterCurveAnimatorBehaviour behaviour to set a float parameter over time during an animator state
Added vehicles to the parachute pre deploy space checks. Prevents parachutes getting deployed too early when jumping out of the scrap transport helicopter hitting the helicopter and instantly killing the parachute
Water level must be at least 5m below the players height before deploying the parachute, fixes jumping with a parachute equipped while standing on an rhib deploying the parachute (which would immediately crash and hurt the player)
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
Atlas tweaks & particle system iteration
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence)
Remove env_cubemap_box from fgd
Network tables for env_cubemap_box
Create SceneCubemap from entity properties
Add indoor_outdoor_level (priority)
Helper for baking fog
Make baked fog work again
Work out global bounds in the CVolumetricFog so we don't have to worry about it anywhere else
▉▊▉▊▊▊▅ ▊▇▋█▌▉▌ ▄▄▍▊▉ ▄▋▌▅▌ ▄▉▌█▌ ▊▋▇ ▉▋▉▄▋▇▆▊▍ █▇▅▍▍▄▆▄▌ ▆▅▋▉▋.
Cycle validation test (#4)
Emit some validation messages for things like type checks (#4)
Emit some validation messages for things like type checks
Validation: sort topologically, update dirty nodes in order (#4)
Bring clipboard back in case people were using it, forward to Sandbox.Game
Move UseTemplate attribute
TypeLibrary fixes
Move input, UISystem
Tweak navmesh generation params that I don't understand
More killicon aliases for physics kills
New Portal NPCs can be duplicated
Mark nodes dirty when changing input / property values (#4)
Started work on validation (#4)
Spacify
Add NavigationMesh.Node.Triangles/ClosestPoint/Distance
Remove the bullshit from VolumetricFog, setting bounds make no sense (and does nothing) when they're exclusively made from volume bounds
Headgear adjustments and Tanktop skinning fixes
Simplified generic type serialization
Move controls over, delete unused clipboard class
Temp fix for route attribute
Move Screen
Triangle math
Create TriangleTest.cs
More connection setup
Added OnCloseCaptionEmit hook
Arguments are:
string soundScript
number duration
bool fromPlayer
string fullText - can be nil if token is not registered
Added gui.AddCaption( text, duration, fromPlayer )
SceneMapLoader loads light_rect
Generate island locations during bootstrap, before spawn handling.
DensitySpawnPopulation can now filter out island areas.
Flag junkpiles_water to not spawn in outer tutorial bounds.
Calculate and save the world bounds, minus the outer area used for tutorial islands, during island spawn position generation.
Fill out package info, reference MinVer
Add publish.yml
Look for .sbproj in DownloadCloudProjectAsync instead of .addon
Clean up SceneFogVolume, document and add strength/falloff
Expose SceneCamera.VolumetricFog
SceneMapLoader loads SceneFogVolumes
merge from island_timeout. Plastic merge this merge way harder than it needed to be for some reason, but it should all be good.
Don't allow achievements to unlock or progress while in the tutorial, we want those to start processing once the player is in the real game
Delete left over worldrenderer vpc
Leaderboard backup, run #6053
Remove more references to dota global light