250,768 Commits over 3,959 Days - 2.64cph!
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In
67852 I hoped that Continuous Speculative collision would create incorrect behaviour in a good way (it tends to make things more "floaty", which could be good for a snowmobile). Sadly it created incorrect behaviour in a bad way (e.g. driving off the edge of the downward slope would push the snowmobile upward). Switching to Discrete, but we'll need to be wary of high speed collisions.
Wheelcollider position adjustments
Bring
67872 back in this branch
Revert
67872 as well. Let's move it to a branch
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Ground trace more accurately matches wheel
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Adjusted Tomaha wheel colliders again to match the subtracted commit
Fall if the player's body leans into a wall
Subtracting
67867 as Tomaha rigging and animations were accidentally deleted
Fixed snowmobile temp wheel visual scaling (broken in 67865)
Using correct particle for plague barrel puddle
Tomaha ski wheel pos update
Fix error when exiting tech tree while holding mouse to unlock tech
Better text sizing on repair cost indicator
Set checkpoint numbers in playground
Add uf_nextcp and uf_prevcp commands
Add Number to Checkpoint entity
Improved snowmobile handling
Added arctic_base_module_b to the scene
Lighting fixes / tweaked light radius settings to reduce bleeding
Deleted redundant door
Scene2Prefab
Attempt to fix sprite assets getting unloaded while still referenced
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Updated arctic_base_module_a
Added arctic_base_module_b variant
Starting to smell the end of this desert madness
snowmobile driver leaning anim tests
Whitelist ZipArchive properly so you can pass a Stream and whitelist various System.IO exceptions.
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arctic_base_module_a interior dressing and lightning work
Small fix with controller config (exporter missed a #?)
Added damage mask for tomaha
updated materials accordingly
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Combined rear seat storage with snowmobile
widened boots and skiis to 1m (i think this what billb asked for?)
updated prefab
update to rear storage seat model
elongated metal bar. Now it looks like the rear passenger wont fall off
Added fuel gauge to snowmobile
added fuel gauge LODS
Separated snowmobile track -> baked them down so the tracks can be animated properly via uv offset
Lods for the new track and appended to snowmobile
updated prefab
Update Steamworks SDK 1.53
Resolve deprecated SteamNetworkingSockets usage
Controller API in Sandbox.Engine wrapping Steam Input internally with proper async glyph loading
Better controller support in C# Input system with Steam Input.
New methods:
* Input.UsingController - true if the last input from a user was from a controller (accessible serverside too)
* Input.GetAxis( InputAnalog ) - get the raw analog axis from a controller, move / look / triggers.
* Input.GetGlyph( InputButton / InputAnalog ) - Get a controller-specific glyph texture for the bound InputButton ( if using controller )
* Input.GetButtonOrigin( InputButton / InputAnalog ) - Get context specific button, e.g InputButton.Jump would return 'SPACE' or 'A Button'
Users can bind any InputButton to various controller devices by opening the binding panel from the settings menu.
Default configurations for Xbox One and PS4 controllers, other devices should derive nicely from these, let us know if not.
InputButton: Obsolete a bunch of unused/unbound buttons that made no sense.
Strip native InputSystem of legacy code for XInput / Joystick / Steam Controller.
Added EggFlags.RadiationSlows and update units to have that flag
Added EggGroup.OnItemDamaged
Give player a test Plague Barrel
Rename OnEggLanded/OnEggThrown to OnThrown/OnLanded
Add Radiation damage support to slow groups and implement Plague Barrel blast damage, radiation and kill time
Asset System enable/disable mods when adding/removing
Trim all this vwatch shit
Trim some P4 shit
Rebuild asset browser controls when mod count changes
Asset system will add new assets from added folders
Updated ArcticBaseAI nested prefab with first pass of cover point data.
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