248,584 Commits over 3,928 Days - 2.64cph!
Look devving ziggurat interior. Working on mezzanine.
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Minor language option tweaks
Restored MenuUI prefab state
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Fixed missing characters in Chinese font
Fixed missing languages in LanguageSwitcher editor tool
Moved the language selection to the options menu
Languages are now listed by their names, written in their own languages
Move aliases to ISourceLocation
separated stationary player processing from moving player processing
- lets us run normalize tick finalizing code for players while we run physics queries on jobs in the background
Tweak categories
Group asset types with a toggle
https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_IwtzsHuw5A.mp4
Revert "Test rendering asset thumbnails as animated images, see if it works"
This reverts commit 3df3c676a41be1aeacddc99c8a0640e2c6c976a6.
Basic search
Make search progressive
Search through subdirectories
https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_JJc4EiRmM9.mp4
Update: PlayerInventory pools ItemContianers
Tests: equipped backpack, loaded up on items, killed self and checked that look transferred properly. Confirmed recycling in 2p session by killing the sleeper.
Add CameraComponent.CustomProjectionMatrix
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Buttons, box, tags, title
Library Assets/Code folder is mounted accessible to game context
ActionGraphCache: aliases
Quick adjustment to dead citizen
Add crush trigger to the spikes
Update sweeper project with defaults
Update cable.vmat_c
Fix GameTile rebuilding constantly
Panel scrolling doesn't need PreLayout
Cache whether styles are in the rebuild list
Faster SetChildIndex checks
removed unused command generating function
gave Parallel.For some profile regions on the scripting threads
no-clip functional with physics queries as generated commands
- requires a lot of lists to gather information of the sub-set, need to find a better pattern here
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Don't display the HUD if we're freecam'd
Add FreeCameraSystem, toggleable with Y
PlayerCamera.SwitchTo to switch to a new system, handling init/destruction
Update: BaseRidableAnimal pools ItemContainers
- Also "fixes" silent id leak by returning it
Test: On Craggy, equipped and shot a horse - saw 2 ItemContainers returned to pool in stats. Spawned another one - they got consumed, and gear was empty.
Add more detailed profiler markers to fsm
Clean: remove BaseRidableAnimal.OnInventoryFirstCreated
- Inlined only usecases's event code into init
- Cleaned up double-nested ifdef and a bunch of newlines
It has been used incorrectly anyway and was misleading.
Tests: none, trivial changes
Incapacitate vision and movement duration tweaks
Game controller rewrite (#1664)
You shouldn't experience anything different other than you shouldn't run into any problems. Let's see how long that lasts 👀
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4
Static initializer in CGameController instead of CInputSystem
If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
WIP rewrite, no CGameController, pass SDL handle to managed and fetch data through it, just need to restore rumble/sensors/LED
Implement controller closing
Restore LED/Rumble/Sensors
Way more sane controller closure
Set default LED colors
More useful logs
Initialize use of gyro/accelerometer sensors in native
Placeholder obscurce vision UI
Add diagnostics to console on first open
ActionGraphDebugger: resolve original Guid
Fix AssertNoGraphErrorsInScene test
We were counting some graphs twice before
Increased lower chain damping to 0.2
Initialize use of gyro/accelerometer sensors in native
Fixed new modded prevent building prefabs not working as intended, because of
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