253,328 Commits over 3,990 Days - 2.65cph!
Cleanup command buffers when quitting the game (probably not an issue in builds)
Magnet crane brake power increase + minor code edit
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
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Magnet crane rigidbody edits
Any player input now starts the magnet crane engine, not just W. Added IsAnyDown() method to the InputState class.
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window
When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
Keep magnet crane physics always active. Fixes the crane sometimes misbehaving and hovering into the air, teleporting etc, but only if nobody is looking at it. Seems to be related to sleeping physics + something with the animator?
Conditional Reflex UI fixes
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene
Don't let ESPPlayerInfo entries get stuck in the queue
updated player keycard override controller with same idle pose as other weapons
fixed feet glitch on player attack intros
Edge stitching in convex decomposer
Disable the Magnet Crane Animator when its Rigidbody sleeps.
- Fixes the crane mostly not sleeping (wakes soon after it's put to sleep).
- May fix the crane doing crazy movements when it does manage to sleep.
Added SetPosition inputs to DoorEntity and PlatformEntity
Updated dynamic_door_generic animgraph to allow setting position at any time
Using ent_text on an entity will now also display its map IO for targeted debugging
PathPlatformEntity works better with map cleanups
Merge branch 'master' of sbox
FPArms: more finger adjustment layer stuff + fixed stray vert skinning on ring fingernail
Edge stitching
Handle very small intersections
Mesh plot script
FPArms: fixed incorrect bone markup + added example pistol mesh (rescaled)
Create inherited map node types MapEntity, MapMesh, etc.
Can remove map nodes from managed document
Add PolygonMesh for creating map mesh nodes from polygons in C#
Add a simple perlin noise mesh generator to Hammer using PolygonMesh
Fix a few small bugs with feeding polygon meshes into map meshes
Add a window with noise parameters, update map mesh on change
Fixed Always Sprint affecting sprint-key input on things other than player movement
New Clothing - Balaclava Mask!
A new simple balaclava mask, perfect for keeping you warm and anonymous. Will be needing to sort out potential blendshapes, which will be sorted soon. Will need abit of development of sorting out blendshapes for clothing to work alongside the already existing face blendshapes. Potential coloured variations soon.
Merge branch 'master' of sbox
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Added physicmaterials to the magnet crane base colliders
Fix Vector3.LerpTo change breaking addons
Magnet crane now using Continuous instead of Continuous Speculative
Fixed magnet crane jitter following recent wheel changes
GameServices.SubmitScore - push individual score to leaderboard
GameServices.SubmitScore
Push individual score to leaderboard
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Cleaned up - not tested in game
FPArms: more work on the finger adjustment layer feature
Hooked up height sampling better, interpolation between states and frames.
Fixed bug introduced in the merge from misc_optimisations2 that causes animals to float visually client-side.
Swap BC7 encoder and multithread it
North splat backup & related.
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Add Editor > Help > Widget Debugger
Add Layout.Clear()
Changed where custom inspectors are created so they can take over the whole inspector
Cache GetLargestMonitorDimensions
Minimal SceneWidget, widget that renders a SceneWorld
Use FinalLayoutChildren and remove backdrop blur for now (I think it broke)
Scale the radial menu items nicely as the virtual mouse approaches them
FPArms: initial commit for base/template animgraph + adding new parameters to punching animgraph
Added stubs for AreaBlockTool and DuplicateBlocksTool and EditBlockDataTool
Added icon for place block tool and other tools
Added EditorPlayer.ChangeToolTo
Implemented first version of the radial menu for editor tools