256,530 Commits over 4,018 Days - 2.66cph!
Crapload of temp files + scene backup
some file renames for vphysics2 module to keep that tidy too
Quick hack to update client values to server values when authority changes to you
Rename IVPhysics2World to IPhysicsWorld
Rename IVPhysics2 to IPhysicsSystem
Rename g_pVPhysics2 to g_pPhysicsSystem
Fixed color materials being "overriden by leafier mod" + fixed item pickup
Pack our ball velocity into the usercmd as well so the server/other client can take it over
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals
fixed a whole bunch of environment volume transition quality
ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves
overall polish
Build aggregate constraints
Lower lock on pos to hit new animations
Map changes, interact widget is screen space
Temp note work
Refactor later, hlsl->spirv compilation
Added: Support for typing disable for text boxes (#1897)
* Added: Property read only to derma properties base
Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Show Killed by on death
https://files.facepunch.com/louie/1b1011b1/sbox-dev_XyFrBzGTKi.png
Sweat particle tweak
Level transitions, saturate when dead
Fixed sv_cheats not resetting on server join
Key throw ease
Sweat particles during vault cooldown
Properly fixed up paddle hit / ball bounce reporting
Fixed SinceLastHit never being set on the server
Allow custom respawn times on pickups
Fix nametag rotation in VR
Server and other clients know about ball bounces and paddle hits
Fixed ragdoll wall collision
Added border around maze
Delete active pawn if we're becoming a spectator
Upped maxplayers
Wrap debug code around DebugBallPhysics
Cleanup, decreased spectator fly speed
Add SpectatorPawn, SpectatorCamera, assign player as spectator if teams are full.
Ragdoll on death
Removed debug enemy spawn periods
merge from trainyard_update
merge from coaling_tower_v2
art drop
bugfixing salvo + coaling tower changes
updating coaling_tower LODs to reflect exit changes at all levels
Made the exit path useable both directions rather than one way
Middle ground for code lock culling, now less aggressive due to gameplay impact
Lets get rid of the gl compiler, lets rewrite it and simplify
merge from osx_camera_fix
Added another zombie spawn mode
Increase sprint speed (420->520)
More map wip
More map wip
Change zombie clothing, use clothing on ragdolls
WIP map stuff, rust sedan model
charger checks for player more often
teleporting wizard
GetCellInDirection, GetOffsetForDirection
throwing key
Get creep movement following pathfinding results, obstacles not quite registering properly yet though
Add chat, add zombie surprise events
Zombies make a noise when they notice you
Merge branch 'main' of HackWeek_TerryHorror
Zombie attack/idle/walk selectors
Barebones gutted animgraph for the zombies (not very functional yet)
When disabling an addon, dispose of it in ServerAddons
Alternating client authoritative networking
* Implement an alternating client authoritative model - whichever clients side of the table the ball is on gets complete authority over the ball position and velocity.
* Physics are simulated entirely on the current authoritative client now. Pack the ball position into the UserCmd and the server sets the ball entity's position so the other client can see it and takeover when authority switches.
* Substep the physics at fixed(ish) 0.005ms steps within FrameSimulate's delta time, each step moves the ball and checks against the paddle sweep. This may be unconventional but it gives us a perfect result and never misses.
* Fix paddle collision sometimes sending the ball backwards because of a negative velocity length, added an abs.
Zombie animations
Merge branch 'main' of HackWeek_TerryHorror
implement simple debug slowmo to make sure the angular hits are correct
Implement alternating client authoritative - whoevers side of the table the ball is on gets complete control of the ball
Enable clothing, fuse positioning