224,262 Commits over 3,684 Days - 2.54cph!
Operator node definition tweaks
Break out the tea bufs and the poison side effect into separate UI elements in the inventory and the health bar vitals
Defined all 13 meals and their ingredients in a scriptableobject. Grouped all fruits/veges/meat/fish. Edited and created a few new meal combos.
Ok seems to finally connect faces of walls & floors correctly
WIP poisoning - if a player has more than three teas active they get a negative poison effect
Currently triggers a screen post effect and slowly ticks down both hydration and calories
Kicks in at 30% effectiveness when at 3 concurrent teas, 100% effectiveness at 6 teas
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
Simplifying. Let's make the cooking devices more similar to the furnaces
Cascade tag changes to ModelPhysics body shapes
Trying to identify what faces can connect before sockets are connected doesn't quite work
Merge SeatClipInfoChanges -> Main
More info for the SeatClipInfo going to Sentry
Exclude the most common triggers for SeatClipInfo
Enter name when creating method out of nodes
Some safety when splicing a subgraph
Use CodeEditor.OpenFile() when double-clicking nodes
https://files.facepunch.com/ziks/2024-02-07/devenv_u7cl3d2Gzu.mp4
Made DynamicSceneObject not use CMeshBuilder2 (really was no need)
Add LineStrip , LineStripWithAdjacency
Allow RENDER_PRIM_LINE_STRIP_WITH_ADJACENCY
Wrapped up the cannon module: added audio and vfx, implemented the UI
Improvements to template processing + wip barebones Standard ASE template
Fixes, built locally and tested to confirm it works
Action Graph: Double-click on a property to edit it
https://files.facepunch.com/ziks/2024-02-07/devenv_aHfLD4Qsb5.mp4
Action Graph: double-click on method node to go to definition
Vertex painting pass (almost complete)
Ladder volumes, fill lights, loot spawns pass
Tweaked concrete_h blending mask
Create methods from inside the Action Graph editor
Call UpdateParameters() on createSubGraphNode result
Convert UI first, comment out loads of stuff that doesn't exist yet
Merge from map_entity_load_fix
Make CreateSubGraphAsync more generic
Reverted wizard bandana albedo texture to normal quality due to a bug in HQ compression
Make sure graph is saved to file on Ctrl+S when embedded in resource
Added fall damage tea, halves incoming damage
Timeline component stores curves for properties, timeline editor edits curves for selected object
re-applied a bunch of barrel stuff, added a specific label for oil, re-applied the label for diesel barrel
Add weapon reload tea, all weapon reloads are 50% faster. Works on fractional weapons as well
Leaderboard backup, run #9436
Although it's incorrect, it's connecting the segments of the base & debug drawing information to show where it is going wrong
Also renamed some "Shape" classes to "Face"
Split up classes & organize code
Added cold and hot protection teas, clamps internal temperature to 5/25 degrees respectively after any clothing modifers are applied
Tea buffs UI should now work when spectating players and show the correct players buffs
Added temporary icons for all new teas
Cooking UI work, some oven setup
ID/manifest fix for electric oven
Cherry pick small SceneLoader improvements -> Main
Allow opening my scene with Ctrl+Alt+Shift+B