255,042 Commits over 3,990 Days - 2.66cph!
Removed unused from InputContext
Bugfix: ServerDemoPlayer - wake up all recognized players
Players that are loaded from a save arrive sleeping, which prevents tick processing.
Tests: Played back a couple short demos where I didn't jump at the start - saw player move.
Add per-convar profiling when changing quality presets
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
adobe wall and gate gibs and collision
Fixed Cloud Browser @installed tag not being filterable by query
Add [Hide] to TextureCoord.Title override
Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly
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Can now specify individual menu panels that will return to the main options panel when closed.
Added Item store, inventory and workshop menu panels to this list.
exported tree climbing anim tests for tiger
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Use GetCurrentGroundTypeNoAlloc in all VehicleChassisVisuals
Fixed PlayArea causing a HealthComponent assert (we were calling this on non-host clients)
Added TerrainConfig.GetCurrentGroundTypeNoAlloc, compare the physics material by instance id instead of by name
For 100 catapults, from 3.9 KB 0.2ms -> 0.1ms
Remove player friction stuff, derive from surfaces instead
Fixed scoped weapons keeping aiming tag when ending scoped state
Fixed "UseCrosshair" not doing anything, M700 doesn't have a crosshair once again
Use equipment flags for aiming instead of half tags, half flags
Make sure to stop any stationary siege weapon chassis visual update tick
Add Texture.GetBitmap
Simple texture compiling from managed
Client.Kick functions as intended
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Update m700 package
Update .gitignore
m700 sight attachments attached to root bone
- Minor mini crossbow animation cleanup
- Reduced some noticiable flickering
- Added more lerp time
Additional improvements:
Fix download status icons being displayed before buttons load when changing pages.
Fix blank buttons appearing on first load before page finishes refreshing.
Gas Cylinder Colour changes, model doc update
PlayerState -> Client
Use M700 with arms
FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls
Add Texture.LoadAsync using AsyncResourceLoader
Add TexturePicker
Add PickerOptions.InitialSearchText, populate from native params
TexturePicker uses InitialSearchText so it starts filtered to _normal/_ao/etc where that's handy
When dragging multiple GameObjects onto a ListControlWidget of Components, get the first component from each GameObject similarly to if we were to drag them each individually.
Made improvements to MoveModeDefault so we're not struggling up ramps
Make tiger weave less than wolves when attacking, as it doesn't fit its personality as much
Updated pumpkin world model collider so they no longer roll indefinitely when dropped on the ground
Update fsm speeds, fix other roar NRE, reduce tiger sprint speeds
Update: DemoServer - properly dispose resources on playback end
Tests: played back a server demo - no new errors
Removed ballista pulling interaction
4ShotMiniCrossbow -> primitive
Implemented new quicker animations
Added more visual flair and punch to tiger attack impact
Battering ram headlight toggle
Move file
Match old (incorrect) GameObject enabled state handling during cloning, some games rely on that