248,600 Commits over 3,928 Days - 2.64cph!
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
103805
Put LONG obsolete method back again so tests pass because someone is still using it (grr)
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
Add phrases for move speed and obscure vision modifiers
Restore functionality to clear interpolation over the network with new system
merge from clearinventory_improvements
Fixed clearinventory NRE, check for null args and check for null backpack item container
Fixed log when clearing main container
Fixed some explosions near a ball.entity not applying a force - added a backup method
adobe wall and gate first pass
Cape LODs skinned to spine4 to reduce snapping
Fixed TMP error when joining a server or opening the map for the first time (caused by the PermanentMarker TMP asset)
Select target object when inspecting ActionGraph
Combine movement and vision darts into a new Incapcitate dart
Update: ShopFront pools ItemContainer
- also deleted empty virtual override
Test: 2 player session with a shop front, one was interacting with the front while I destroyed it - items dropped, next front clear
Improved ball.entity physics behaviour, rocket hits etc now apply forces correctly
Organising dart type folders
Make ActionGraphStackLineHandler pattern more lenient
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Inspecting a cloned ActionGraph edits original (#1663)
Write null instead of trying to serialize invalid GameObject / Component
Attempt to support both types of prefab instances in one places
Don't PostDeserialize child objects multiple times
Clean: Remove redundant StorageContainer.ResetState
All the cleanup is already done in DoServerDestroy. Might be worth consolidating these callbacks in the future.
Tests: none, trivial change
merge from Halloween_2024
Dracula Cape texture fixes for back area which is now visible
merge from world_update_2
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