251,975 Commits over 3,959 Days - 2.65cph!
Block tool specifies it's materials in C#, don't stomp from C++ - lets you specify specific materials on certain faces in a PrimitiveBuilder, useful for if you want certain faces to be player clips
Don't be lazy, update Hammer.CurrentMaterial on change
Make PolygonMesh face Material work
Add Hammer.CurrentMaterial
Better handling if the player can't mount the zipline for some reason
Added some debug visualisation to ZiplineLaunchPoint to help valid placement
Iterate PolygonMesh API, remove dumb "Simple" naming from classes, Polygons are Faces instead, document better and optimize.
PolygonMesh keeps it's own vertex list, allowing more advanced usages and simpler data stream construction
* AddPolygon renamed to AddFace
* PolygonMesh.AddVertex( ... ) returns an index you can use with AddFace( params int[] )
Greatly improved the speed of GetPointAndTangentCubicHermite for long single spline track pieces. Instead of looping through every LUT entry to find the closest distance, calculate where exactly it will be using known data. No more loop. Also fixes incorrect use of prevPos, which wasn't being set beyond its starting value.
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Some tidy-up and formatting
Create a simple OBB for spawned props if there's no collision model so they can be manipulated by tools
Fix assert in CChoiceUpdateNode
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Add back double jump effect
Fall damage mechanic
Long jump mechanic
Fix up namespaces
Update .addon
Set m_flCycleZeroTime to anim time if it's zero, fixes newly spawned entities not starting the animgraph at the start of the first sequence cycle. there's probably a better way to do this
Fixed wheel bogie rotation issues, and saved on network data by sending a float for bogie Y rotation instead of a full Vector3
Actually fix right hand IK
Fixed incorrect initial handle rotation
IK tweaks
Scale fall camera modifier for 3rd person
Cleanup, disable unused move mechanics
Double jump mechanic
Glide mechanic
Make double jump and glide work together
Check if Steam is running on clients asap, prevents some crashes from us using Steamworks super early
Hammer: Fix duplicate or remove non-working view modes / options in the view, mainly dota things
Fixed trains sitting in the wrong place on the tracks if the centre of the train wasn't exactly between the two wheels, but now the bogie angle ends up wrong. Need to think about this some more
Remove walk controller
Port over parkour controller
Remove another premature GetSteamUniverse() call that wasn't doing anything
Only juice for damage on server
Forgot to set collisions on containers
Fixed containers having bad shadows on beach
Ladder lods
Barrel prefab on bottom level
Don't try to SteamAPI_Init() on dedicated servers or initialize the SteamGameServerAPIContext before we've called SteamGameServer_Init
Added a new train engine made out of cube primitives and stuff
Fixed more zipline lod settings
tweaked stage descriptions
Finalizing around east fishing village
Adjust hand ik positions
Add editor hold in place toggle on zipline mountable to lock the zipline in place for animation tweaking
Adjust tarp lod
Updated Hammer Key binding to include RT Baked Lighting
Test speedrun
Speedrun pause / game over string tweaks
Fixed train wheels rotating in the wrong direction if the train had bogie rotation enabled and was facing in reverse direction on the track. Flip the tangent if the train if facing backwards.
Speedrun replays
Speedrun leaderboard replay attachment fix
Speedrun stage completion time fixes
RustNative update (more landmass, less water / islands)
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Updating ProceduralMapEmpty
Updating ProceduralMapTesting
Better ring road / rail corner postprocessing
Updated env_combined_light_probe_volume on beach
Hammer: Curved stairs primitive (experimental), not sure how to make it interact nicely within the bounding box. Need to expand the PolygonMesh API some more to allow face data UV axis too.
https://files.facepunch.com/matt/1b1011b1/sbox_22SJRcVCiW.png
Tut door opens after a second of sitting still
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