250,793 Commits over 3,959 Days - 2.64cph!
Added AIInformationZone.Mege
AIInformationZone bounds encapsulation tests
Make Flow Field Blocker collisions static so that they never update again
Move mixed shadow calculation to clientside, fix shadow drawing on cheap lights, add fade in to shadows
Added `flowfield_blocker` a brush entity that can be used to manually add areas that shouldn't be accessible
Added missing component on camera prefab
I finally found it! This fixes agents sometimes moving through collisions exactly on a chunk border. You wouldn't believe the pain this caused me.
Catching if DLSS is not available
AI data for remaining modules.
ent_door moves (moving door) correctly when parented
UpdateBinds in InternalTick
Expose LibraryAttribute.Properties
In templated, if bind to "this", we bind to the current template root panel (need to support element id's)
DataSource on panels tries to update using class properties before passing as a string to SetProperty
Properties => PropertiesInternal
Merge branch 'master' of sbox
Autodoc for Easing.Function delegate
minor change to doorhelper.cpp
Default explosion sound/effect if one isn't set by the prop
Added KeyframeEntity.LocalRotateKeyframeTo
ent_door rotates correctly when parented
Also added a public property for ease function to ent_door, no Hammer support just yet
Added AI data to first half of module segments
ent_door's MoveDirIsLocal works correctly for rotating doors
More consistent speed for rotating doors with different angles of rotation
Remove RecipientsFilter from m_EmbedLocal to see if it resolves (CFlattenedSerializer:Decode Error #416)
merge from submarine main
viewmodel arms on dancing using humanoid tests
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Tweak accuracy of vector/rotation .ToString() - since they're sent via console commands they need to retain some sensible values
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WIP syncing of completely disconnected boom boxes connected to the same URL, still needs some work
Fixed a graphics.uiscale value of 0.8 hiding the search text on the crafting screen when at 1080p
Add a couple of additional null checks to modular vehicle conditional refreshes
Support interacting with entities such as the resource nodes
Simple UI that shows interactions you can make when looking at interactable things
Spawn player in walk mode and make it more reliable
Applied new settings to large tiles variant as well
Speed up dance floor and sound light
Don't attempt to get the second channel of audio data for visualisation if unity is outputting audio in mono
Don't add second channel data in AudioVisualisationEntity if the source is in mono
Increase discofloor base speed and volume sensitivity, to 0.75 basespeed and 5 sensitivity
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Cleared up some ambiguity in flow field property naming, and fixed automatic chunk sizing to support almost any node size. Added a new 200 node size pathfinder specifically for large vehicles.
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Removed an old log and temporarily use position ahead instead of destination for flocking
Re-introduced flocking but this time it isn't rubbish - first check if the path we're steering off to is available
- Recycler right-click item transfer now rejects items that can't be recycled, doesn't move them to the input.
- Right-click moving items to recycler now stops once the input slots are full, doesn't start filling output slots.
Master effects prefab for DuoSub
Functional sonar blip effect for angle/distance params
Fix compile issues from CanPushNow changes
Subtract temp compile fixes
Enabled BaseMoveTowardsState access for humans.