253,422 Commits over 3,990 Days - 2.65cph!
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Updated Hole sign post https://files.facepunch.com/louie/1b1211b1/sbox_FbwfxazwBi.png
remove all hlalyx and steamtours ifdefs
Bump up to 32kb
Update on cpp side
FPArms: couple of quick fixes on the punching animgraph
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Almost half of east finalized
Html views for customization part icons and category tabs
Temp tag for locked items
Parts already unlocked show first
Potential progress?
Have the lightmap queue a full update when it becomes dirty
Update mesh immediately when ready and perform initial torch/sunlight update in thread
Stash
A little better maybe but still screwed. May need a general re-think.
Screw it, just do it all in another thread... slight visual glitch with this though when updating mesh in a thread (to investigate)
Merge pull request #1 from Facepunch/light-fixes
Light fixes
Screw it, just do it all in another thread... slight visual glitch with this though when updating mesh in a thread (to investigate)
Update first_person_arms_punching.vanmgrph_c
Allow viewmodel swing and bob to be disabled and use anim params aim_yaw_inertia and aim_pitch_inertia instead.
Set anim params b_grounded and aim_pitch for fist weapon for Max to test with
Update some Hammer outliner icons
https://files.facepunch.com/rubat/1b1111b1/vK6p0Py1jk.png
Added filepath to 'Static Overlay' in Hammer outliner
Better subdivision axis choice
Get rid of auto-merging vertices during modification
Airfield towers dressing progress
Added emissive and lights to control panel prefabs
CreateBox
Subdivide when too many faces
FPArms: on punching, foundations & placeholder anims for new first-person features
including collison mesh update
also a small metal box to two platforms where the cables connect.
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zipline platform update
increased the length of the wirestop to prevent clipping (may need increasing)
adjusted top level to enable both sides for zip arrival/exit
Show other players when you player entered new area
More finalization / backup
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Octree debug drawing, some flood fill optimization
New Outfit piece - Skirt
Gone the days of just jeans and trousers, we have a skirt! A slightly more feminine outfit piece. All LOD'd. Also small changes to longsleeve shirt and jacket to fit the new skirt.
Added some profiling
Got rid of some allocations
Returned Impulse to player
More consistent Long Jump to Sliding
World UI Leaderboard style
Made sliding and long jumping feel much better together
Customize tab, controls tab
Eliminated the second step in TryFindTrackNearby. Will initially place spawned trains slightly less accurately but should be fine.
PlaceMonuments takes less time to find the optimal placement (better map generation times in editor and on server, seemingly no downside in terms of monument coverage, but will need testing)
GameMenu -> SurvivorMenu
Add Lewis's grid system
Main menu character selection, redirects to world
Block tool specifies it's materials in C#, don't stomp from C++ - lets you specify specific materials on certain faces in a PrimitiveBuilder, useful for if you want certain faces to be player clips
Don't be lazy, update Hammer.CurrentMaterial on change