252,661 Commits over 3,990 Days - 2.64cph!
merge from primitive/bikes_damage_tweaks
Motobikes and bicycles damage balance pass following temp ragdoll implementationg:
- vehicle and player take less damage from collisions overall
- temp ragdoll initial velocity is now defined by GetMountRagdollVelocity, like for horses
Update test projects so the solution loads with latest LTS
Dispose handler when closing the socket
Get mobile kind of working kind of acceptably
Fix? 3p pies anim import weirdness
▅▌▇▄▆_▇▉▊▄▇_▅▍▉▊▄▅▊▆▉_▅▊▉▅ -> ▉▋▉▊██▌▍▆
▊▉▊▌▋█▄▅ ▍▍█▅▌ ▅▇█▆▉ ▉▋█▆ ▄▆▊▍▋▋ ▆▍▉▄▉▆▋▋▍ ▅▅▍▋▋█▆█▌ (▌▌ █▍▌▍▆▊▌▇▉ █▆▌▋▆▍▍ █▇▉▊ █▊▉▄ █▉▍▋▌▋▋ ▌▄ ▍▇▇ ▅▉▋). ▍█▇▆█▍ ▇▆▉▋█▌▅▆▆█▌ ▇▋▉ ▋▋▄▉▌ ▋▇▋▌▍▊▋ ▌▊▊▅ ▄▇▅▄ ▄▆█▍▇▌▊▉▌
Refactor tiger perception of being watched, to allow them to know how long they were not watched
Assign hold anim override
Standalone: projects that only have the VR control mode enabled should automatically launch in VR, otherwise default to using the `-vr` launch param
Fix return from aim frame range to remove glitching.
Update anim controller for smoother/less delayed return on aim release.
Assign a temp pie impact effect to prevent NRE
Add support for throwing individual items in a stack instead of the entire stack.
Setup pie anim controller to return to deploy after throw.
Fixed previous Show Hitbox Debug displaying BBox hitboxes in the wrong place
Fix uploads failing (due to package update)
Make the tiger sneak faster when fully in its prey's back
Invert Ladder climbing controls when looking down (just like half-life)
Remove logic to migrate from old project cookie, editor layout locations
Fix default layout raising cloud browser, do asset browser instead
Update: ServerDemoPlayer - use time as progress indicator, instead of bytes of stream consumed
- Also removed a couple TODOs that are either done or decided to drop
In the previous version there would be no progress report until the next timestamped messages was reached - this is confusing UX.
Tests: played back the demo where I connect 15 seconds in, causing a jump from 0% to 18% progress. Now it's gradual.
Minicrossbow placed in an auto turret now shows fire arrows
Fix pagination being a page off
Fix package page offset not resetting
Inventory will always put you back at your current weapon when cancelling selection with right click and will auto-dismiss after 2s
Merge from train_tunnel_altitude_2
Fixed more cases of some underground train tunnel triggers sticking out of terrain
Default WindowedLocalInstances preference to true
Fixed WorldModels not getting created for a bunch of weapons :/
IES should be using RgbaF16 to avoid banding
Switching weapons by hitting LMB no longer fires the active weapon on connected clients. Resolves #84
Don't run PickupNotice if Player is bot (prevents popups from appearing on host client when bots pick up weapons)
More design cleanup
Fix some permissions
Flesh out monetization section
Projectiles now ignore any objects with `particles` tag. Prevents rockets from instantly explosing since they would collide with the casing eject particle
Setup leard armor insert worldmodel on the item
Do InputRouter::OnWindowActive based on engine window (not app) focus, fixes click-to-focus going thru as an input and shooting or whatever
merge from primitive -> aux2
▍▋▊█▆▆_▊▄▆▍▇▋_▆▉▇▋▊▍▋▄▉▌_▍▋▋ -> ▊▍▆▍▌█▅▉▉
▌▅▆▄▇▉▋ ▄▍▅▌▅▌ █▍▉▌▋▊ ▇▆█▊▄▉ ▇▆▍▇▆▋▊ ▋█▉▇▇ ▇▊ ▌▆▌▅▊▊▊ ▍▇▇▊ ▅▉ ▄▅ ██▉'▆ ▉▍ ▆▋▋▋█▆██ ▍▊ ▅█▄▌▅█▇ ▍█▌▇▌▊.▋▄▅▉▊▄▄▌▅▌ ▋▉ █▅▇▆▇
Cherrypick CS
112520 (fix_catfish_primitive_items)
Cherrypick
112514 "fix_metal_detector_no_loot"
updated .worldmodelprefab and fbx
Delete IESTextureGenerator, causes exceptions and IES are now images
lead armour plate model
world model lods, materials and textures
setup .worlmodel prefab
Add bitmap loader for IES files, treat them as images
Better throw event timing in anim
Update mouse capture position if we get new absolute pos while locked (eg when unfocused, tabbed)
Keeps cursor position predictable/reliable, stops occasional out of date position being restored and yeeting my mouse across the screen
Only SetCursorPosition while engine window's got mouse focus, prevents unwanted movement in editor