250,302 Commits over 3,959 Days - 2.63cph!
Fix missing game lobby settings
Make leaderboards show error text when submit fails !switch !release
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system.
WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks
Simulate right (and middle) mouse button properly in world panel input.
Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games
Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code
Use WeakReferences of WorldInputs to iterate, gives addon state full ownership and lets GC work nicely.
Clear WorldInput reference list on LoopEvent.Init/Shutdown
Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays
Simulate ondoubleclick & onmousemove events, add WorldInput.Enabled for toggling easily, tidy and refactor UISystem a bit fix potential NREs, small optimizations.
Potato world model
lods, collision and materials
prefab setup
Improved BulletDropProjectile and set EnableDrawing false server-side. Create a client model for any projectile model set.
Apple world model
lods, collision materials
prefab setup
Update FgdWriter.cs
FGDWriter better handles nullables
DefaultValue generator handles int/float nullables
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Adjusted max run speed + adjusted speedlines
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Fix model of server version of projectiles not being hidden properly (todo: why do I need to set EnableDrawing to false every frame?) and properly set random seed to tick number before firing projectile
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Ready text
Buttons can have subtitles
Hack to make map selection less shit
Error Fixes
Fix surface.asset causing fgd parsing errors
IBreakCommand => IModelBreakCommand
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cactus flesh world model
lods, collision and materials
prefab
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Make Analyzers and references work with relative paths
Add BBox.FromPositionAndSize
Update to net6
vpc support for vs2022 🙄🔫
vs2022 fixes
New bat files
Updated rigged model with SAR backface fix
fix hard mech invuln pixels
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
fix mech curse following out of bounds redirect
fix for mech behaviour timing issues
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Add in speedlines particle
Custom constbuffer support for shaders
Sandbox.ConstantBuffer.Create
ConstantBuffer.Update
Render.Set Constbuffer variant
Compute.WithAttribute Constbuffer variant
Replace obsolete
Rename to not hide Components
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Merge from FirstPersonSpectate
Move car vmdl to rust addon for now so tools stop trying to recompile it
Improve wallrun/vaulting and high ping issues
Filter out all kinds of damage except bullet and physics impact for now
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Only generate shard model on client when there's a valid parent panel with a material set
Don't try to shatter if the shatter point is outside of the shard
Allow shatter on physics impact although the effect isn't as good as it can be yet
Merge from FirstPersonSpectating
Fixed incorrect animation event handling while first person spectating
Glass thickness property instead of half thickness
Merge from FirstPersonSpectate
Don';t delete shard if we didn't manage to shatter it
Fixed scopes not opening their UI overlay when first person spectating
Only try to reset glass panel if it's broken