244,595 Commits over 3,898 Days - 2.61cph!
Create physics group from model
merge from global_networked_bases
Assigned canopy blend tree to correct animator
Fixed copying over values, values on canopy animator shouhld now perfectly match body values
Reverted collider animator change
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
balance and fixes
player scale fixes, etc
homing hurt when hit ground
bullets can always bounce off bounds
boss shockwave
Don't link channelrenderer in resourcecompiler, it doesn't exist anymore
Fixed shadow outline artifact when SQ=3
Call client OnClientPreOutput from managed
EventClientPreRenderOnly_t is never used anywhere
Fix for dof_squeeze and dof_barrel not working; convars now admin
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this
Make gamepad input poll properly in GameMenu
Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
Enabled repairing the HAB armour (with hammer)
added 1st pass handle anims for parachute, updated animator
delete qhammerlegacyassetsdockwidget
Delete qglobaltoolscornerwidget
Delete tools/vohelper
Remove embedded browser from pet weird last usage of it
Get rid of CreateEmbeddedBrowser
Remove vohelper from enginetools.txt
Remove assetbrowser callbacks from assetsystem
Remove calls to BringGlobalBrowserToFront
Bind phys aggregate resource handle
Bind CreateAggregateInstance
Test creating physics aggregate from world physics, in scene map for now
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Fixed CLIENT / SERVER compile issues in BaseProjectile and LockOnLauncher
Removing unused using from SeekingServerProjectile
Add EngineLoop.OnClientOutput, remove unused renderservice junk, remove render events from gameuiservice
merge from HomingMissileLauncher
LOD distance tweak on briefcase
Leaderboard backup, run #5549
Rocket storage now includes flares
Decrease radius of parachute deploy check again (2m->1.5m) length of check (15m->10m) and start the check 2m above the player to try and avoid deploying the parachute directly into overhead obstacles
Merge Main -> AttackHeliFlares
Add server.canEquipBackpacksInAir for debugging, trailer purposes
A bit more nuance to the ground control system for helis
Do not use heli main movement forces if holding the ground control key, even if heli stops being grounded. Allows for driving around without a little bump causing you to start flying.
debug.deleteEntitiesByShortname now deletes entities with no gibs and is case insensitive
Fixed being able to equip parachutes while currently mounted to a parachute, also fixed not being able to equip parachutes while swimming
Fixed being able to ground-control attack heli while engine is off
Revert
86698 as bug has become part of established gameplay. Allow downward input to thrust upward when heli is upside-down again 🚁
Helicopters: Don't allow pressing down to fly upwards when upside down