137,135 Commits over 4,324 Days - 1.32cph!
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Feedback changes:
- Inverted A + D for walking
- Reduced putting max by 50%
Revert golf ball mountable and golf ball back to what they should be
- Remade golf hole and animator
- Fixed merge issues
- Regen manifest
- Fix folder issues
Added fillContainers command. It will fill boxes, barrels, TC's (anything with a container) with random items within 5 meters of the player.
You can filter items by category too, same as the fill inventory command.
Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding
Way easier to wire chips when holding the ethernet tool, and chips cannot block electricity wiring
Update: PoolAnalyzer - escape a bit more
- don't analyze statements before Pool.Get call
- escape analysis when pooled object is returned out of method
- debug binary built from b8b556ae
Tests: unit tests + started unity. still a bunch of false-positives, but found first legit bug
Art pass for the data cable wire tool including:
- World model
- Viewmodel
- Lods
- Material & Textures
Fixed FixCaret TMP_InputField NRE
Computer has multiple 'power out' slots that you can power using the graph
fixed duplicate keys on minigolf ramps, fixed minigolf ramp 05 - added prop render script, rendered icon, removed deploy prefab and linked up mesh, cleaned up item prefab, hooked up correct icon, added new descriptions
- Stop golf cart wheels being pulled down by shock height
- Re-centre golf cart wheels, reorigin and reorient shocks, wheels etc
- Expose shock values in inspector
New: PoolAnalyzer - validates code around Pool usage
- debug assembly built from e7281f13
Tests: detected errors, but those are false-positives (return of pooled object instance)
Added mini golf course sections as deployables.
Fixed the config input fields fuckery
Golfcart cursed experiment
Cleaned up the mess in the UI folder
Node registry cleanup
Added the basics: Add, Subtract, Multiply, Divide, Or, Less Than, Equal, Clamp
Merge: from save_leak_fix
- Bugfix for items leaking during save - items would be incorrectly marked as persistent when owned by transient entities
Tests: 5 save-load cycles on 2.5k procgen in editor. still leaked ~10 entities per save, but couldn't find them
Random material changed for no reasons
Dragging an input on a wired output replace the connection
Can drag and drop from a port to another to connect them
minigolf ramp 05 (curved)
server update version to 021f737/2022.3.41x1
- any rigidbody with >128 colliders becomes a physx aggregate rather than an actor
apartment complex greybox - some demolition on one side of the building
server unity version to a1f6e5b/2022.3.41x1
- enabling proper multithreading for PhysX trigger contact processing
Tightened up horizontal and vertical embrasure colliders
- Culling toggle in editor
- Fix issues with cell offsets
- Fix grid offsets with negatives
- Change dispatch thread size
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Simplify kapok branch A from 4 colliders into a single mesh convex collider
Will save 6-9 colliders per vine swinging tree in jungle biome
Capturable flag item/entity that you can pick up, move, drop
Location is shown on the map
- Wire up new golf hole
- Setup animator
- Reset mechanics
Stripping out more useless stuff, adding in more needed stuff
Shut down the tutorial server if the player disconnects for more than 5 seconds or finishes the tutorial
Added some new string and logistic network nodes
Added zoom in the graph editor
Merge from 3p planner animation update
Animation fixes and code improvements
- Setup new golf idle pose
- Bring back the arms when swinging
- Club refinements + polish
Added a config panel for the dot matrix screen
Fixed some recursion bugs when evaluating the graph
Cleanup
added golf hole bucket thing
Golf Hole logic:
- hole players can putt into
- confetti on gettng the ball in
Craggy with hackweek junk on it
Make trailer into it's own entity prefab, apply enough stuff that is now functions as a trailer that can be towed (similar to siege machines)
Make Trailer it's own entity class that inherits from BaseSiegeMachine
Add box collider to the shipping container ceiling for hackweek (instead of convex collider)
Fix leaks with CProceduralTexturePanel
* This fixes color picker preview in particle editor breaking after a few uses
Move CUtlVector::GrowVector error to memory grow functions
Fixed single character folders not working for textures on Linux
* This should fix missing textures on surf_quickie.bsp on Linux. Possibly other maps as well.
Minor cleanups
Fixed Global.EmitSound not firing EntityEmitSound