255,830 Commits over 3,990 Days - 2.67cph!
Horses new animator controller
Improved skidding behaviour
Added some procedural motion when braking/skidding
Tweaked the legs IK
Merge from cmBrainEnabled
cmBrainEnabled convar is now cmBrainForceDisable, will disable cinemachine when enabled
Disabled saving, made admin only
Merge from demo_shot_improvements
Fixed loop option not being respected if it was enabled while switching between shots
Try/Catch GetDefaultNewShotName in the DemoShotUI, will fall back to a generic name suggestion
Fixed interaction blocker in demo playback UI not working when the UI is disabled
Hooked up conditional mount brackets, will use a curved bracket when attached to the horizontal barrel
Added a quicker and easier way to create variables within ActionGraph (instead of needing to right click on a plug)
https://files.facepunch.com/CarsonKompon/2025/January/07_15-40-InstructiveUnicorn.png
Remove this check not allowing setting initial texture data for volume texture with mips, it should be allowed
Play around with tangent frame calculation using Parallel Transport / RMF
https://files.facepunch.com/lolleko/2025/January/07_20-51-CriminalBlackfish.mp4
merge from primitive_gm -> primitive
merge from primitive_gm -> primitive
Search for shaders in BSP if none were found in MOD
Fixed logic_collision_pair not calling base UpdateOnRemove
(and a few other entities as well)
Added "shaders/*.vcs" to BSP whitelist
Empty Entity.Constraints table on constraint removal
Fixes for `tanktrain_ai`
* Fixed sound playback and updated default sounds to existing files
* Added "Chase Target" key value
* Added missing input to the FGD
* Fixed movement
* !player target will update to the closest player before every move
* Change update rate while moving to 0.1s (from 0.5)
Fixed horse ground checks: ignore any collider from the horse itself + ignore client cols when in editor
Fix some NREs in spline model renderer
Binary search for accessing splines at a distance
Remove FCVAR_DEVELOPMENTONLY
Remove FCVAR_GAMEDLL
Remove CCommandBuffer
Update: Server demo playback now creates entities on palyers as it first encounters them
- Added demo progress logging
- Avoided a number of reasons for kicking (as we don't fully setup entity simulation)
I can see more activity now - next up is making sure the important history is also replicated/present.
Tests: played the same demo from before - logs confirmed players were present.
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
UV polish on floor kit pieces (WIP)
Proof of concept for new spacially aware environment volumes method
90 degree rotation amount
- Swapped siege tower guide mesh from constructable to proper guide
- Adjusted offsets
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updated vm minicrossbow anims
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Ensure primitive gamemode sets the era convar to "primitive" (which is what applies the item restrictions)
Fix items being blocked when server has unassigned era
- Remove further conflicting bone names
- Setup Model root bone
Merge from presets_editor/quality
- Siege tower doors no longer parent sleepers
- Siege tower doors now parents mounted players
Hopefully fix flyhack kicks when jumping on top of the siege tower. Made the parent boxes pretty generous
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Only following weapons enabled in primitive
- melee
- bow, crossbow, compound bow
- nailgun
- water pipe
- double barrel
- revolver
fixed horse reverse jittering/bouncing