255,179 Commits over 3,990 Days - 2.66cph!
Keep a flat list of sorted update nodes in fixed data
Keep a flat list of sorted nodes in fixed data
Backup 2022/05/22 18:50:00 UTC
TTT: fix weapons disappearing during round reset
As per #1887, weapon entities that are part of the map (as opposed to rearm scripts) are recreated by the map reset. At that point players are holding nothing and could pick up the recreated weapon entity. This would then be stripped again when the players got respawned a moment later.
We avoid this by tracking whether a map reset is in progress and preventing weapon pickups during that time. (Based on a different solution proposed in #1887).
Closes #1887.
Backup 2022/05/22 12:50:00 UTC
Fixes for core layer graphics
Fix fixed data returning incorrect update node
GetOutputNodeLocation now works
Abstract reflections for all differing reflection types
Ambisonics calculator & Simplify effect creation
Getting update nodes from graph binding now uses init path
Backup 2022/05/22 06:50:00 UTC
Add node location to init context so CreateUpdateNode has some context for grabbing child update nodes
Finish up the pathing processor
Setup source & listener for pathing simulation
Add update node to correct manager
Reserve nodes
Remove some old test code
Move node tables to update node manager, keep sorted node ids in fixed data
Start working on update node manager that fixed data can use, hopefully this is a better way to go about it
Backup 2022/05/22 00:50:00 UTC
Fix groups and subgraphs returning their own internal context instead of the context they're in
Override footstep volume
Jump & grounded sound effects
Ducking improvements
Backup 2022/05/21 18:50:00 UTC
Add strafe_disable_mapcycle for mapping/testing
Support copying graphemes outside TextEntry too
Improve console text selection
Improve behaviour of label selection if drag rect is negative size
Fixed case where baked workshop stage scripts wouldn't load
Begin pathing simulation & processor
Use same atlas for UI and world core layers
Support limiting the number of members in a clan
Add a convar to control the clan member limit for the local backend
Update nexus clan implementation to pull the clan member limit from the nexus
Show max clan member count on clan UI if it is non-zero
Specific error text when trying to invite or join a clan that is full
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Add a MaxMemberCount field to clan info (always 0, no limit for now)
Remove steam audio completely & begin reimplementing newer version
Basic scene simulation, get direct simulation working
Sound path simulation
Begin work on probe batches & baking
steam audio builds successfully again
HRTF
oops
build and bundle CraggyIsland.WeaponTest
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Fix clan banner color/logo not showing on the UI if one of them was not set yet
Backup 2022/05/21 12:50:00 UTC
steam audio builds successfully again
merge from main - compile fix
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Add TypeLibrary.FindStaticMethods
Add PropertyDescription
Fix MenuAttribute
Fixed .workshopid file not getting created
Fixed workshop upload progress not updating
Fixed more broken triggers and zones.
Fixed some loot spawners and props not showing up.
Backup 2022/05/21 06:50:00 UTC
Fix search not working in subgraphs because it was returning the wrong context
Just bail for now if we try to make a new subgraph that already exists
Fix creating new subgraph, deal with creating new subgraph inside itself and overwriting later
Start changing graph fixed data to use node locations instead of node ids - because groups and subgraphs have their own set of nodes, fixed data needs to know where the a node is in the hierarchy
Backup 2022/05/21 00:50:00 UTC