250,746 Commits over 3,959 Days - 2.64cph!

3 Years Ago
Add Input.GetAnalog( InputAnalog ) returns a Vector2 of either Move, Look or Trigger - can be used serverside too. Strip XInput / Joystick methods completely from InputSystem, remove workarounds / hacks around it since we just do it all in C# now Add Input.GetGlyph( InputAnalog ) - split InputAnalog.Trigger into LeftTrigger, RightTrigger so you can get the glyphs Add action manifest file with PS4 / Xbox One configs ( other controllers should derive nicely from these ) Very simple controller settings button in main menu to open bindings Don't cache invalid handles in the Controller API, seems to be a few ms where handles are invalid when a controller is plugged in.
3 Years Ago
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3 Years Ago
Server addon loading Rename AddonConf to LocalAddon
3 Years Ago
Fixed analog stick icon positions sometimes being wrong
3 Years Ago
Updated Jenkinsfile
3 Years Ago
Updated Jenkinsfile
3 Years Ago
Updated Jenkinsfile
3 Years Ago
Updated Jenkinsfile
3 Years Ago
Updated Jenkinsfile
3 Years Ago
AI prefab wip movement points
3 Years Ago
Update all damage resistances Add Cavalry and Spearman stubs Adjusted unit speeds to make more sense Added additional watch tower attachments for archers Added custom entity type for Watch Tower which spawns its own archers at attachments Check IsValid on egg group in ProcessIdle to support items with no group Added EggFlags.Chaperone and have Archer, Cavalry and Spearman set chaperone capability Added TickAttack and set Target properly for each group when one is found. Added Escorting system (initial basic impl) which will keep formation relative to the escortee. Units inherit velocity of their group. Chaperones inherit velocity of their escortee.
3 Years Ago
Added a nested AI prefab to arctic base. Initial fixes and setup for monument navmesh. Initial AI placeholder data. S2P on arctic base. AI test scene for arctic base.
3 Years Ago
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3 Years Ago
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3 Years Ago
Set rotation of stationary items to face their target on spawn Update rotation of Trebuchet model so that it faces forward Add EggFlags Add target / process stubs to Stationary egg entity Add flags and move conditions for attacking and attack priority to egg classes Update trebuchet to only attack stationary or mobile item types (it should ignore escort only items)
3 Years Ago
Added Trebuchet data and Direct Damage data Plague Barrel entity stub Plague Barrel data with particle effects OnEggThrown and OnEggLanded virtual methods on data Set model of thrown direct damage eggs immediately and initialize any trail effects
3 Years Ago
Clean up logging Add a repeat counter on console message repeat
3 Years Ago
Run ESPPlayerInfo in a work queue
3 Years Ago
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3 Years Ago
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3 Years Ago
Merge from general_qol
3 Years Ago
Tech tree panel layout tweak
3 Years Ago
Properly center map vote thumbnails
3 Years Ago
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3 Years Ago
Move ui folder to textures/ui
3 Years Ago
Little bit more
3 Years Ago
Fixing west desert edge WIP
3 Years Ago
Font style adjustments Add spray bind to controls page
3 Years Ago
Show spray icons in customize menu Small tweaks to customize icon style
3 Years Ago
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3 Years Ago
Fixed missing arrow icon on tool cupboard storage Can right click construction items will to insert them into the tool cupboard
3 Years Ago
Fixed typo on "ent who"
3 Years Ago
Hide repair indicator if the hammer is unequipped while the UI is open
3 Years Ago
Fixed both players using keyboard bindings on PC Main menu navigation fixes
3 Years Ago
Press F to spray, add 2 sprays to customization menu
3 Years Ago
check for null form in chargepattern
3 Years Ago
Arctic base / improved building topology
3 Years Ago
Overhead nametags Nametag looks at center of view Show session rank in nametag
3 Years Ago
Finished base splatting new desert sans that small west corner which is shit and needs a tweak
3 Years Ago
Arctic research base will now spawn in proc map Added arctic base monument to world setup
3 Years Ago
Update Steamworks SDK 1.53 Resolve deprecated SteamNetworkingSockets usage Controller API in Sandbox.Engine wrapping Steam Input internally with proper async glyph loading Use Controller API for Input, all InputButton are bindable from Steam Input. New methods: * Input.UsingController - true if the last input from a user was from a controller (accessible serverside too) * Input.GetGlyph( InputButton ) - Get a controller-specific glyph texture for the bound InputButton ( if using controller ) * Input.GetButtonOrigin( InputButton ) - Get context specific button, e.g InputButton.Jump would return 'SPACE' or 'A Button' InputButton: Obsolete a bunch of unused/unbound buttons that made no sense Remove old Steam Controller initialization from C++ engine and disable XInput Remove dead or legacy code / tidy InputSystem/UserCmd
3 Years Ago
Chat font 300 weight Total time played metric in stats menu
3 Years Ago
Addon Config, Solution Folders
3 Years Ago
Arctic base terrain texture maps / Prefab update
3 Years Ago
Set/GetModel => Model
3 Years Ago
Updated Jenkinsfile
3 Years Ago
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3 Years Ago
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3 Years Ago
Arctic base scene cleanup Prepared the scene to spawn in proc map
3 Years Ago
Some more replay validation fixes