255,110 Commits over 3,990 Days - 2.66cph!
Slight pitch shift on sounds
Remove steam audio completely & begin reimplementing newer version
Slightly reduced the intensity of the headlight emissive
New headlight and tail light materials that have a texture when the lights are turned off
Autospawn improvements WIP
train lods update and progress
prefab update
reapplying fps counter option menu
thumb_up
52
thumb_down
35
Ball trail and hit effect
New Hair! - Scruffy Beard
We have a new beard hair piece! With both a grey and brown variation! Blendshapes - just like the other pieces, will have their blendshapes working in-game in the future, for now they only work in the menu, which you can see working!
https://files.facepunch.com/daniel/1b1711b1/Photoshop_qWrden4PPc.jpg
Updated work cart gibs to reflect changes
Synced gibs in work cart prefabs
Better test camera position & fov so I can see wtf is going on
Add a PlayerPawn which has a Paddle which tracks the ActiveBall
Paddle hits the ball from a Simulated context, if the ball hit the paddle it'd be shite, do this from Simulate so it can be predicted/clientside authorative
Also get some bounce / hit sounds going
Hook our paddles up to Input.VR.RightHand and set our anchor position, can whack balls in VR now
subtracting
70830, will reapply once fixed
Updated work cart LODs
Material tweaks
Reworked baked LOD materials to minimize pop-in
adding missing texture
Merge branch 'master' of sbox
L2-3 custom navmesh data, spawns, patrol, move & cover points.
Backup 2022/05/17 12:50:00 UTC
Move all working modeldoc gamedata nodes from .fgd to c#
Removed VR related GenericGameData nodes, they are not used anywhere in engine, and can be readded/recreated later if necessary.
Error handling for invalid model particles
Fixed a bunch of desert spawn rules.
Added stables.
Fixed some floaters.
Use cool new ball material
L1 cover points.
Added AICoverPointEditor custom inspector script with buttons to quickly rotate cover points +/- 90 degrees
Comment only. Added info on Hierarchy
PathList has Hierarchy variable that can be set to determine type (0 = ring road / rail, 1 = side road / rail, 2 = dirt trail / rail siding)
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L1 custom navmesh data, patrol route, move point, spawns.
Forgot Hapis map bundle assignment
One more cause of a null texture being accessed in text embeds
Level 0 test spawner & patrol.
Set NPC stat override values for level 0.
(no s2p yet)
merge from hapis_conversion
reenabled Hapis scene in build
Backup 2022/05/17 06:50:00 UTC
More work on shot compatibility, fixing stuttering and incorrect offsets when exiting shots
Fix demos UI public variables inside CLIENT blocks
▇▋▌▍▍▆ ▊▄▉▋▇▍▄ ▊▌▌▇▉▅▇▆ ▉▄█▇▆▆▄▍▄▇▊▋▋▉▋▋▌▇▋▋▊▆ ▆▅▍▌▉▄▉▍ ▍█ ▌▊▌ ▋█▉▊▄▊ ▅█ █▋▆▇▄ ▅▅▉▆█▉▉ ▆▌ ▆█▇▊▍▇ ▅█▆ ▍▄▋▍▇▆ ▊▊ ▅▉▌ ▌█▋██▍█ █▋ ▍▆▄▉▍ ▅▅▆█▋. ▋▇▍█▇ ▇▇▅ ▋▆▉▌█▄█▍▋ ▊▍▅▍▍ ▊ ▋▆▊▄▅▄▅▅▇▆ █▌█▌▍ █▅▅ ▌▊▅▅▅▋ ▄▅▍█ █▇▆ ▋▋▋▅ ▆▊ ▆ ▆▄▊▅▅▉▍▅ ▄▄▋ ▆▌▄▅ ▆█ ▉▅▍▍▄▅▋▊▄▍▋▄ ▋▋▋▌ ▌▍▋ ▄▄▄▉▋▍▄▌ ▊▆▉▆▉▉▆.
Hook up world animator field so weapon animations play
Copy eject shell effect over to ensure effects are playing correctly
Always make the leader role have all permissions
Show a better error message when the clan leader tries to demote themself
Update FP.Nexus
Implement the remaining IClan methods
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Fix incorrect error codes being returned when changing a clan member's role
Match the WorkCart rear lights to their old colour
Mark the new rail sidings as secondary paths, make sure they're not selected by default, and set them to be the new wagon spawn areas
Add scoreboard
Timer started message
Improvements to center hud/wr comparison display