244,583 Commits over 3,898 Days - 2.61cph!
Make these two windmills static otherwise they fall through the map
Added aileron controls
- arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
Add another lane to the airfield
Apply surface friction to wheels
Dirt road surface, more friction than grass etc
Add a second jeep on the other side of the map for testing
Network jeep
Ownership only necessary for driver
Work on custom capture point marker, fixed team not being set
Add rigidbody mass center override https://files.facepunch.com/layla/1b0711b1/sbox-dev_WWBxzsSEHp.mp4
explicit surface lift calculations replaced with processing a set of serialized surface types
Add reset capture points rule
Support angles for minimap volumes
Clean: Fixing depr warnings in Scripts/ConsoleCommands
`objects` and `textures` vars can return 2GB+ memory size values per object now.
- Application -> SceneManager
- refreshRate -> Round(refrestRateRatio.value)
14 to go
Tests: none, trivial changes
Deployable spot light, orientable using a hammer (like CCTV cameras)
Clean: Fixing depr warnings in Scripts/ViewModel
- More ParticleSystem module usage
- Also removed obvious comments
19 to go - there's basically no more large groupings, so the CLs will continue to be small
Tests: none, trivial changes
Tighten steering and suspension up slightly again, I went overboard
Make VehicleInputState a reference type
If the vehicle has no driver then reset input state
Transition painting tweaks
Ctrl+S saves open state machine scene
State machine editor display tweaks
Simplify transitions, add UI to create states / transitions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_NzixLWMmlR.mp4
Clean: Fixing depr warnings in Scripts/Client
- More ParticleSystem module usage
- Application -> SceneManager
23 to go
Tests: None, trivial changes
Rotate wheels individually
Clean: Fixing depr warnings in Scripts/Procedural
- Removal of dead Render.mateiralType
- Renderer.castShadows -> shadowCastingMode
- WWW -> UnityWebRequest
- Explicitly use default QueryParameters for a RaycastCommand
26 to go
Tests: None, trivial changes
Tweak suspension, give wheels render models (looks bit shit right now)
Slap IsProxy where it makes sense to do so
Inherit velocity from vehicle when getting out
Don't draw crosshair if you're in a car
removed ladder box from sphere tank interior collider
Rotation constructor sets quaternion to identity, we should be doing this but also makes it so that rotation serialized property default is identity
Use local eye rotation when in a vehicle
BugFix: TerrainMeta now updates Terrain Material if it's missmatching
Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it.
- Removed obsolete code (it always returned MaterialType.Custom)
- Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation)
Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
Add undo support / unsaved changes to advanced network settings
made armored window's collider soft side planar
Wheels ignore player
Make suspension less stiff
VehicleInputState.CreateFromLocal()
Item store view with custom header
Clearer logic for these flags
Only log this message if networking debug is on
Stagger wolf when damaged a lot, instead of on every head shot
Terrain collider doesn't need to be adding solid tag here
disabled shadow proxies on Launch site factory prefabs, walkways prefabs
converted remaining walkway prefabs to MeshLOD
Add wolf bark before coordinated attack, add proper death state
plane updates
- non-control surfaces use a different lift curve
- adjusted curves
- mouse input for pitch/roll, keys for yaw
- debug csv output for surface values against different AoA
- added testing scene
PhysicsShape adds solid tag in constructor, not every time collision attributes is set
More handling adjustments, try to match bf4
Boost key
Just dont rebuild if we haven't got a hitbox system yet, same as model hitboxes