254,385 Commits over 3,990 Days - 2.66cph!
subtract map_entity_load_fix
Leaderboard backup, run #9460
Actually convert ingredients to meals
Potential fix for NRE's in SendUpdatedInventoryInternal
Oops, needs the .translated
Revert accidental MenuUI commit
Grenade arc visualiser starts at the viewmodel hand rather than the camera position (centre of screen)
Improved handling when throwing through narrow slots (use a raycast with thickness to tru and account for the size of the physics object)
Improved visual look
Fix unassigned fuel grid + other bits
Stop inheriting from furnace stuff, we're moving too far away from it. Let's do our own thing so we can go our own way more easily.
Rooms connect but closest face isn't working correctly
ActionGraph, ShaderGraph: store view in cookie per-asset
Can create component properties from within the Action Graph editor
https://files.facepunch.com/ziks/2024-02-08/devenv_AN2eN6L2BR.mp4
Add faces to square foundation and triangle floor
Fix some operator display info
Operator node definition tweaks
Break out the tea bufs and the poison side effect into separate UI elements in the inventory and the health bar vitals
Defined all 13 meals and their ingredients in a scriptableobject. Grouped all fruits/veges/meat/fish. Edited and created a few new meal combos.
Ok seems to finally connect faces of walls & floors correctly
WIP poisoning - if a player has more than three teas active they get a negative poison effect
Currently triggers a screen post effect and slowly ticks down both hydration and calories
Kicks in at 30% effectiveness when at 3 concurrent teas, 100% effectiveness at 6 teas
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
Simplifying. Let's make the cooking devices more similar to the furnaces
Cascade tag changes to ModelPhysics body shapes
Trying to identify what faces can connect before sockets are connected doesn't quite work
Merge SeatClipInfoChanges -> Main
More info for the SeatClipInfo going to Sentry
Exclude the most common triggers for SeatClipInfo
Enter name when creating method out of nodes
Some safety when splicing a subgraph
Use CodeEditor.OpenFile() when double-clicking nodes
https://files.facepunch.com/ziks/2024-02-07/devenv_u7cl3d2Gzu.mp4
Made DynamicSceneObject not use CMeshBuilder2 (really was no need)
Add LineStrip , LineStripWithAdjacency
Allow RENDER_PRIM_LINE_STRIP_WITH_ADJACENCY
Wrapped up the cannon module: added audio and vfx, implemented the UI
Improvements to template processing + wip barebones Standard ASE template
Fixes, built locally and tested to confirm it works
Action Graph: Double-click on a property to edit it
https://files.facepunch.com/ziks/2024-02-07/devenv_aHfLD4Qsb5.mp4
Action Graph: double-click on method node to go to definition
Vertex painting pass (almost complete)
Ladder volumes, fill lights, loot spawns pass
Tweaked concrete_h blending mask
Create methods from inside the Action Graph editor
Call UpdateParameters() on createSubGraphNode result
Convert UI first, comment out loads of stuff that doesn't exist yet
Merge from map_entity_load_fix
Make CreateSubGraphAsync more generic
Reverted wizard bandana albedo texture to normal quality due to a bug in HQ compression
Make sure graph is saved to file on Ctrl+S when embedded in resource