248,580 Commits over 3,928 Days - 2.64cph!
Rename Player.cs to Client.cs
UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate
Add FindOrCreateProceduralMesh to IMeshSystem
Move mesh stuff out of game glue and into mesh glue
Whitelist Span
Allow draw desc to draw non indexed if there's no index buffer
Remove old voxel shader
Add Vector3 indexer
Add Entity.RenderDirty to mark rendering dirty
Add IndexBufferHandle and VertexBufferHandle, experimental access to GPU buffers
Bind render meshes
Allow models to be created from meshes or VertexBuffer class
Rework next frame button to work better (previous frame is unchanged)
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Fixed OnPressed event firing at the start of a drag
Don't drown while in the sub. Don't get wet while in the sub. Don't run out of oxygen while in the sub.
Fixed dragged shots icon staying lingering
Fixed drag and drop canvas depth
Put a whole copy of Compound underwater on the test map
Introduced a graduated input system for dive/climb to feel smoother and give the player some more fine-grained control
Added next and previous frame buttons to timeline
Added confirmation step before deleting shots
Increase underwater visibility when in the sub
Change the dive/climb buoyancy system. Old system was too bouncy. Now, by default try to stay at the depth we're already at. User input then modifies that value to climb or dive
Fixed shot name not showing in countdown UI
Fixed default shotname not being calculated properly
Added countdown sfx
Added recording underlay
Hide the plankton too, we don't want plankton in our sub
Increase minimum buoyancy
Disable the water FX on the sub. Splash FX are nice, but they show up both outside and inside of the sub
Don't show the water bubbles effect when going underwater if player is mounted in a submarine
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Set up a water overlay modification for when the player is in a submarine. Changed the goggles setting to pull state instead of push.
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remaining invasion backgrounds
Updated trousers to fit new Citizen rig
Updated longsleeve shirt to fit new Citizen rig
Updated Tracksuit to fit new Citizen rig
Updated Shorts to fit new Citizen rig
Updated Labcoat to fit new Citizen rig
Updated Jackets (hoodie and tuxedo) to fit new Citizen rig
Updated HeavyJacket to fit new Citizen rig
Updated Shoes to fit new Citizen rig
Merge branch 'citizenv2' of sbox into citizenv2
Fixed issue with final blits using incorrect viewport
Working IK on the legs, animgraph updates, fixed look chains, etc.
Fixed changes SCSS files not being sent to clients
Wheely bin prop
Wheely bin prop, has mask for tinting and all lods
Merge branch 'master' of sbox
Merge branch 'master' into player-client
Merge from unity_2020.3.7
Error log if AI design not found
Remove FieldOfView from player, that was a mistake
Add Client.Camera, cleanup
Delete IFrameUpdate, IClientUpdate
Add viewpos to usercmd
Fix DOF on by default and only getting 50fps and debugging and reverting your 2 hours of changes thinking it was something you did
Fixed another game logic bug
Fixed various bugs in game logic
spruced up ricochet effect, scale with distance
Working on background dynamic scaling
Testing out rendering backgrounds at 1/2 width / height on Switch