252,879 Commits over 3,990 Days - 2.64cph!
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frame range update for snowmobile shooting anim
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Added AlwaysLinkAssemblyAttribute to generated bullet assembly
Updated .gitignore
Load core graphics to a different sprite atlas collection
To fix them breaking when changing workshop plugin
Allow player 1 to use any device that isn't used by player 2
Removed some logging
Added AlwaysLinkAssemblyAttribute to generated bullet assembly
Merge branch 'master' into trailer
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Add multiline text entry to ui tests
Fix incorrect carat position when backspacing in a TextEntry
Allow player 1 to use any device that isn't used by player 2
Removed some logging
Load core graphics to a different sprite atlas collection
To fix them breaking when changing workshop plugin
Fixed total required scrap displaying incorrectly when first opening the tech tree
Add func_rotatings to playground
Adjust z position of func_rotatings
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Updated pipe material to have correct surface properties
Addition models for tileset
Pipe_a Tileset https://files.facepunch.com/louie/1b1111b1/sbox_KUq94DR0F5.png
More bullet archetype logging
Set up snowmobile passenger position and eye pos (for the other new pose)
Adjusted Tomaha passenger eye position to the new pose
Remove env_spark, point_tesla, logic_lineto, physics_cannister, point_gamestats_counter from the base.fgd
Fix description of ent_path_platform.StartBackwards
Adjust unit animation speed when moving based on velocity
Added BombData and RequiresChaperone for config
Add bomb to test egg set
Added stub Bomb entity and fixed unit rotations when chaperoning
Arctic base portacabin interior dressing
Darkened cabinet_glass material
Slightly lowered kitchen set metallic value in the material to make it look better inside interior
Fixed baking text not appearing for workshop stages
Fixes / improvements for binding page on PC
Added xbox / ps3 / ps4 device icons
Fixed case where replay queue items wouldn't load
Started adding redux replays to test on build
Fix exception when validating replays
Some more replay validation fixes
Updated Jenkinsfile
check for null form in chargepattern
Fixed both players using keyboard bindings on PC
Main menu navigation fixes
Updated Jenkinsfile
Updated Jenkinsfile
Updated Jenkinsfile
Updated Jenkinsfile
Updated Jenkinsfile
Fixed analog stick icon positions sometimes being wrong
Some fixes when launching without Steam
Print enabled bullet archetypes on stage setup
More offline fixes
Attempt to force synchronous burst compile during replay tests
Merge branch 'master' into trailer
Added Rect corner accessors
Force scrollarea background to transparent
Addon list
Attempt to force synchronous burst compile during replay tests
Some fixes when launching without Steam
Print enabled bullet archetypes on stage setup
More offline fixes
Add Input.GetAnalog( InputAnalog ) returns a Vector2 of either Move, Look or Trigger - can be used serverside too.
Strip XInput / Joystick methods completely from InputSystem, remove workarounds / hacks around it since we just do it all in C# now
Add Input.GetGlyph( InputAnalog ) - split InputAnalog.Trigger into LeftTrigger, RightTrigger so you can get the glyphs
Add action manifest file with PS4 / Xbox One configs ( other controllers should derive nicely from these )
Very simple controller settings button in main menu to open bindings
Don't cache invalid handles in the Controller API, seems to be a few ms where handles are invalid when a controller is plugged in.
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Server addon loading
Rename AddonConf to LocalAddon
Fixed analog stick icon positions sometimes being wrong
AI prefab wip movement points
Update all damage resistances
Add Cavalry and Spearman stubs
Adjusted unit speeds to make more sense
Added additional watch tower attachments for archers
Added custom entity type for Watch Tower which spawns its own archers at attachments
Check IsValid on egg group in ProcessIdle to support items with no group
Added EggFlags.Chaperone and have Archer, Cavalry and Spearman set chaperone capability
Added TickAttack and set Target properly for each group when one is found. Added Escorting system (initial basic impl) which will keep formation relative to the escortee. Units inherit velocity of their group. Chaperones inherit velocity of their escortee.
Added a nested AI prefab to arctic base. Initial fixes and setup for monument navmesh. Initial AI placeholder data. S2P on arctic base. AI test scene for arctic base.
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Set rotation of stationary items to face their target on spawn
Update rotation of Trebuchet model so that it faces forward
Add EggFlags
Add target / process stubs to Stationary egg entity
Add flags and move conditions for attacking and attack priority to egg classes
Update trebuchet to only attack stationary or mobile item types (it should ignore escort only items)
Added Trebuchet data and Direct Damage data
Plague Barrel entity stub
Plague Barrel data with particle effects
OnEggThrown and OnEggLanded virtual methods on data
Set model of thrown direct damage eggs immediately and initialize any trail effects
Clean up logging
Add a repeat counter on console message repeat