253,545 Commits over 3,990 Days - 2.65cph!
Faster, much better water caustics
Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
Revert "Pre init streaming bootstrap buffers"
This reverts commit 2cf3859d687a7901d7fdc6dfb40a6f751349cd17.
Revert "Shut visual studio up v2 electric boogaloo"
This reverts commit 961e4ffbe6e7b0fbb2b5dfc4b9f6af6752f7224f.
Revert "Assert to make sure we're not a nullptr to shut vs up"
This reverts commit 7c230cf07fc22872c597bce184701564edd71612.
Pre init streaming bootstrap buffers
Shut visual studio up v2 electric boogaloo
Assert to make sure we're not a nullptr to shut vs up
Fix mod list in assetbrowsers being too tall
FocusOnLocation and OnAttributeModified goes through node manager
Same deal for copy graph nodes
Fix paste graph nodes not using the correct node manager
Enable stack drawing on node items for group nodes
Copy CAnimGraphEditorWidget for CQGroupEditorWidget, cut down on code duplication later
Group editor widget saves group node id so we can get the new node ptr on animgraph change, fixes undo crash
Remove OnUpdateVisualization from IAnimGraphVisualization, don't need to do this now
Remove m_rootNodeID in format conversion
Add IAnimNodeManager, we're gonna need this
Allow animgraph to grab the node manager
Create a node manager in group anim node instead of a whole new animgraph
Allow node manager to be grabbed through graph editor widget so we can yoink the manager that the group node is using
Send the node manager down to the visualization container widget instead of an animgraph
Pass the node manager to editable graph
Keep track of the animgraph in path entry so that the correct anim node can be got when updating visualization
Let anim node manager deal with removing invalid nodes and setting context post load
Move all handling of nodes into node manager
Move root node id into node manager, find it on post load so we don't have to save it
Immediately dispose scene textures if requested for ScenePanel
Add CGroupInputAnimNode and CGroupOuputAnimNode stubs
Add group anim node
Add group editor widget
Add anim node manager
Add KV3_FORMAT_ANIMGRAPH2 and converter for migrating to node manager
include more workshop assets in build
adjust description
changed some invasion powerups
Use New camera for only controller input + use input actions
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New Hairstyle - Bobcut (Small fixes to Trainers)
New hairstyle! A few fixes to come to the hair in coming week. Slight changes to the shape and textures of the trainers as well.
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Long Jump always sends you forwards now
Don't generate custom asset types where extension is over 8 chars, add appropriate errors so you know wtf is going on
Internally these extensions turn into a 64-bit int (8 bytes) so making them longer isn't practical.
PostProcess.Get<T> correctly returns null instead of erroring if it's not in the active effects list
BasePlayerController / MoveHelper traces hit Window & NPC layers as expected
Remove Ball stencil sceneobject hack
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
Don't let node connect to itself
Can't connect to same input twice
Inputs only accept 1 connection by default, multiple if allowed
Fix new player overlay buttons not clickable
Disable wall run for now
Platformer camera
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Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
emoji balls (art by howie) https://files.facepunch.com/louie/1b1811b1/Photoshop_ltXXefa4n4.png
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Prevent crashes in DynamicShadowMgr due to light entity respawns
Fixed global top leaderboard fetching !skip-replay-tests
Reverted decal materials to use transparency instead of cutout
Color corrected some materials
Lighthouse interior lighting and environment volumes
Material tweaks
Added some additional dressing
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
Water entity deletes its water scene object when it is removed
Fixes Map.Reset lowering FPS every time a map with water is cleaned up