243,208 Commits over 3,898 Days - 2.60cph!
- Added methods to check if siege tower is tipping over or has tipped
- Moved them into BaseVehicle
Battering ram back door physics tests
Fix readonly string control widget
Add top secret hidden feature to wolves
Fixed bug preventing loaded horses that are towing something from being detached
- Ensured ride horse shows up first instead of tow/detach (again?)
- Fixed NRE with random.range
Tiled rendering for volumetrics https://files.facepunch.com/sam/1b0111b1/GsS5a4ZBVu.png
Fixed climbing ability not checking collisions properly and instantly dropping a grate at certain angles
- Improved rope tension values
- Fixed weird rope wind amplitude
- Tweaked wind values with some more randomness
Added DisableFollowCam to CameraTrigger
- Adjusted wind amplitude
- Adjusted connection points
Fixed TransformLineRenderer NRE
Enable horse siege harness if is towing flag enabled
Cutscene NPC mixer fix
Camera doesn't turn automatically when running backwards
Move NPC Mixer from Game Mixer to Master
Hammer GameObjects (#1675)
* Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c
* MapInstance additive loads the SceneFile from inside the VPK
Tie Meshes to GameObject:
* Replaces Entity
* GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider
* HammerMesh is setup at map compile time with generated models.
Editor:
* Add HammerManagedInspector which can take over native inspector if it likes the MapNode type
* Add HammerSceneEditorSession for handling saving properly
* Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority)
* Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos
Hammer Outliner:
* Managed sets DragData of map nodes in Hammer outliner
* Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly
* Removed duplicate entity list
* Add "Create Game Object" button
ActionGraph:
* Add MapSourceLocation for editing action graphs in .vmap files
* Open source map when inspecting graph from .vmap
* Parent action graph editor to hammer window if editing map graph
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Co-authored-by: James King <james.king@facepunchstudios.com>
lowered guide mesh pivot to be the ground
rotated back door up
removed wheels off of rear door
Cleanup
Set native modified flag using SerializedObject callback, also emit EventMapNodeDescriptionChanged_t for the outliner
Fixed the siege harness in testridablehorse after the merge
further marching cubes work
- separating sculpting data from marching cubes view through a sampling interface
- pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup)
- some vertex generation changes that would let us interpret non-boolean datasets better
Refinery updates
catwalk work
update some particles
new drowning mask
small adjustments
Get rid of map
Update sbproj
Don't tick this if we're not in VR
Remove old VR stuff
Battering ram constructable prefab stages
Can rotate and scale map game objects
Unify UI and ListenLocal, should have complete parity with how it was before 🤞
Hammer Game Objects
* Hammer Scene is serialized in MapWorld and gets written into VPK as world.scene_c
* MapInstance additively loads the SceneFile from inside the VPK
Tie Meshes to GameObject:
* Replaces Entity
* GameObjects with meshes tied have a HammerMesh component which procedurally creates a ModelRenderer and ModelCollider
* HammerMesh is setup at map compile time with generated models.
Editor:
* Add HammerManagedInspector which can take over native inspector if it likes the MapNode type
* Add HammerSceneEditorSession for handling saving properly
* Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority)
* Clean up MapView loop: run Scene.EditorDraw() for gizmos, remove old Entity.DrawGizmos
Hammer Outliner:
* Managed sets DragData of map nodes in Hammer outliner
* Defer selection until mouse release so it acts like our managed treeview, allows dragging without selecting instantly
* Removed duplicate entity list
* Add "Create Game Object" button
ActionGraph:
* Add MapSourceLocation for editing action graphs in .vmap files
* Open source map when inspecting graph from .vmap
* Parent action graph editor to hammer window if editing map graph
Co-authored-by: James King <james.king@facepunchstudios.com>
Basic Checkpoint system
Basic ui for checkpoint
Clean up
Properties with [Hide] don't contribute to features tabs
Don't need these Hammer prefab templates anymore
InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
Fixed menu scene, first pass balance of shooting sounds using new falloffs
merge rom dpv_player_animation_edit
merge from trainyard_water_tower_fix
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merge from train_caboose_disposal_error
ViewModel ApplyAnimationTransform NRE fix
PlayerPawn.OnPossess NRE fixes
re-enabled flowMovementScale on kayak
Fix exception in Asset.ReadJson()
Fix NRE in GetBoneObject() when using the wrong name
Fix HUD inventory not ordered properly
Applied PostIK to the updated SMG FX prefabs.
Merge from ai_wolf_iteration
Add placeholder wolf eating sounds