252,887 Commits over 3,990 Days - 2.64cph!
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Updated arctic_base_module_a
Added arctic_base_module_b variant
Starting to smell the end of this desert madness
snowmobile driver leaning anim tests
Whitelist ZipArchive properly so you can pass a Stream and whitelist various System.IO exceptions.
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arctic_base_module_a interior dressing and lightning work
Small fix with controller config (exporter missed a #?)
Added damage mask for tomaha
updated materials accordingly
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Combined rear seat storage with snowmobile
widened boots and skiis to 1m (i think this what billb asked for?)
updated prefab
update to rear storage seat model
elongated metal bar. Now it looks like the rear passenger wont fall off
Added fuel gauge to snowmobile
added fuel gauge LODS
Separated snowmobile track -> baked them down so the tracks can be animated properly via uv offset
Lods for the new track and appended to snowmobile
updated prefab
Update Steamworks SDK 1.53
Resolve deprecated SteamNetworkingSockets usage
Controller API in Sandbox.Engine wrapping Steam Input internally with proper async glyph loading
Better controller support in C# Input system with Steam Input.
New methods:
* Input.UsingController - true if the last input from a user was from a controller (accessible serverside too)
* Input.GetAxis( InputAnalog ) - get the raw analog axis from a controller, move / look / triggers.
* Input.GetGlyph( InputButton / InputAnalog ) - Get a controller-specific glyph texture for the bound InputButton ( if using controller )
* Input.GetButtonOrigin( InputButton / InputAnalog ) - Get context specific button, e.g InputButton.Jump would return 'SPACE' or 'A Button'
Users can bind any InputButton to various controller devices by opening the binding panel from the settings menu.
Default configurations for Xbox One and PS4 controllers, other devices should derive nicely from these, let us know if not.
InputButton: Obsolete a bunch of unused/unbound buttons that made no sense.
Strip native InputSystem of legacy code for XInput / Joystick / Steam Controller.
Added EggFlags.RadiationSlows and update units to have that flag
Added EggGroup.OnItemDamaged
Give player a test Plague Barrel
Rename OnEggLanded/OnEggThrown to OnThrown/OnLanded
Add Radiation damage support to slow groups and implement Plague Barrel blast damage, radiation and kill time
Asset System enable/disable mods when adding/removing
Trim all this vwatch shit
Trim some P4 shit
Rebuild asset browser controls when mod count changes
Asset system will add new assets from added folders
Updated ArcticBaseAI nested prefab with first pass of cover point data.
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Temporarily disable hand IK - it looks like ass at the moment because I'm not doing it right
Final code/doc cleanup, fix Controller.All returning disconnected ones
First pass of AI movement data
Display the ⚔️ emoji in a group's name if they are engaged in combat
Fixed collisions on metal beam tileset model
Added 16 width beam for metal beam tileset
Updated metal beam tile set with 16 width and better corners
Addon remove option works
Can change active status
filesystem.RemoveSearchPaths accepts a wildcard pattern
Remove mod_* searchpaths when adding addon paths
Don't destroy the gate target on death just set its life state
Use client name for each player
Set the player for each gate target properly on initialize
Add world hud with player name and health to each gate
Have debug lines for weapon attacks show for a random period of time
Give archers a large attack radius but a lower aggro radius so they don't need to move so much when they aggro
Use > instead of < (idiot)
Add OnItemKilled and call it when the item dies storing its last damage info. Automatically re-assign targets as they die. Move towards targets out of range. Rename AttackRadius to AggroRadius and add AttackRadius for actual combat per unit.
Merge branch 'main' of sbox-slingshotsiege
Increased size of explosion particles
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Actually add new addons
Native reads new .addon format, can add addons without restarting
The target position of a commandeered group will be copied from the group that stole it
Add .enemy class to Egg Group Hud and display red if its an enemy group
Remove RequiresChaperone and add EggFlags.NeedsPush
Add EggItemData.Is and update to use in place of Data.Flags.HasFlag for ease
Have eggs rotate more naturally based on their velocity when slung
Increased Battering Ram and Bomb Speed slightly
Automatically hide Egg Group Hud when a Chaperone is present. Show the group that is currently being Chaperoned on the Chaperone's Group Hud.
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Run NPC walk animation ground traces in a queue to ensure they run together and don't trigger physics syncs
Add new ScrollRectDisable component that disables ScrollRects when the cursor isn't visible (they take up some time in LateUpdate, even if the UI is alpha'd out)
Added the component to any ScrollRects that are active during gameplay
Be more conservative on quality-related optimizations now that we have a good enough speedup on reflections
Add Reflection as a supported rendermode in gameinfo.gi
Add ToMaterialMultiblend helper
Add multiblend to high_quality_reflections shader
Composite reflections with new multipass reflection buffer rather than tracing on the shader itself, fix stuff on the pipeline
Remove allocations when adding to and running object work queues
When a snowmobile moves from a snowmobile-allowed surface to a not-snowmobile-allowed surface, increase the drag slowly instead of instantly. Helps with situations like driving on rocky snow (where the player is often switching to rock and back).