249,466 Commits over 3,959 Days - 2.63cph!
Icons, fixed NRE's when using a gesture with nothing equipped
Moved the door manipulator on one of the stairwells
Increased elevator speed per metre (1.5 -> 2.5)
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky)
Moved the gesture configs into a scriptable object
Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
In-train proximity warning system WIP.
Glass mat change nudged back a bit
Revert unintended craggy change
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor
Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
Cherrypicking AmbientLightLOD bugfix
Testing tad lower opacity on glass.mat for light/shadowing purposes
Lighting/monument things backup
WIP but failed experiment. Client would have had to know the track spline details.
Framework for a client-side-only hazard detection system
Revert some proximity changes to try something else
Fix collision track assignment
Replaced all of the elevator buttons
Merge from workcart/button (stomped button placement, will need to reapply)
Fixed warnings about duplicate menu entry name for GameObject/UI/Event
Proximity warning work, move some code to SERVER only, TrainTrackSplines now keep track of trains on them so that upcoming hazards can be detected for the proximity warning.
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Remove accidental throw in ServerMgr
Invoke the boat flag change and remove the per frame check so the latest flags are always set
Don't use a local boolean when adding to queues, just rely on the builtin contains check
Reduced spamminess of "Couldn't find/load font" warnings
Fixed a few minor compile warnings
SurfaceInfo.__tostring now contains the ID of the surface
Applying shelved junkpile AI design changes
Testing changes to range checks used for attack tick and InAttackRange events. They now both use the same function from the IAIAttack interface.
animgraph_editor to sbox_game
Added Always Evaluate node to state machine animgraph
Add System.Convert.ToInt32 to access
Update BaseCarriable.cs
Update pistol viewmodel anims
Added some debug detection code for missing subscriptions when Steam servers are having issues
Fixes for potential crashes with MOVECOLLIDE_FLY_CUSTOM, FLY_BOUNCE, FLY_SLIDE, DEFAULT
Minor optimization in Base gamemode's CalcView (Community Contribution)
modular grid review before LODs
NetRead/NetWrite can try to handle unregistered NetworkClass
Create NetList.cs
Add IPlayerCamera, allow weapons to modify the camera
Fix warning
Update pistol animgraph
fix for NPCs not roaming underground
Tunnel entrance now has DungeonInfo component
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
Reworked ScientistJunkpileSpawner to use new AI setup.
Update cl_init.lua (#1770)
* Update cl_init.lua
- Removed if statement and replaced it with 'and' and 'or'
- Entered 'view' table indexes directly upon creation (line 351)
* Revert
Reverted
local team = ent.Team and ent:Team() or TEAM_ANASSIGNED
Made the wip corridors and stairwells cull at 100 as a temporary measure until LODs are in
more art work - some polish
Add AttributeUsage to Replication vars
Support replicate array types
Hand textures
Fixed rich text on browser button
prepare prefab on elevator door
scene to prefab entrance
Initial junkpile scientist AI design