248,854 Commits over 3,959 Days - 2.62cph!
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
Depth of Field
Refactor postprocess shader
Fix offsets being wrong when reading depth on a viewport
Attack range multiplier (and related attack events) test changes.
junkpile_a cover point tweaks
merge from misc_fixes_feb21
Fixed fridge excessively large prevent building volume
fixed XL neon signs blocking windows
TakeCover state triggers StateError event if no valid cover point found
Holding RF Transmitter no longer flags the player as hostile
Allow small box placement under mixing table
Fixed wind generator volume prevent building and deploy volume mismatches causing confusing behavior
Workcart red colour variation:
-red variant materials use a simple _Red suffix to differentiate; these are the only ones that need to be used for the variant.
-removed ao from where the glass window and frame used to be on the door.
Stricter large swimming pool volumes - exploit fix
Fixed RPC codegen when using virtual/override
fixed RFBroadcaster stackable #2
Tweak footstep sound events
Renamed FollowEntity to SetParent
Merge branch 'master' of sbox
Added SetParent overload which takes the bone id
new laser core
hard laser cores
Merge branch 'master' of SpaceUsurperUnity
hard storm cores
More foot ik work:
Remove new trigger added this morning
Fixed foot placement IK ray mask hitting incorrect vehicle layers
IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required)
This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
Add:
- [Server] void Player:SetActivity(int [ACT_*] act)
- [Shared] void Weapon:SetActivity(int [ACT_*] act)
Updated test map barricades
Set up spline for mirrored station piece
Lowered the dismount points on the work cart and added more possible dismount points on the train platform
Add:
- int [TASKSTATUS_*] NPC:GetTaskStatus()
- void NPC:SetTaskStatus(int [TASKSTATUS_*] status)
- TASKSTATUS_NEW, TASKSTATUS_RUN_MOVE_AND_TASK, TASKSTATUS_RUN_MOVE, TASKSTATUS_RUN_TASK, TASKSTATUS_COMPLETE
- float NPC:GetMoveInterval()
- void NPC:SetMoveInterval(float)
- float NPC:GetIdealMoveSpeed()
- float NPC:GetIdealMoveAcceleration()
- Vector NPC:GetMoveVelocity()
- float NPC:GetMinMoveStopDist()
- float NPC:GetMinMoveCheckDist()
- bool NPC:IsMoveYawLocked()
- void NPC:SetMoveYawLocked(bool bLocked)
- void NPC:MoveStart()
- void NPC:MoveStop()
- void NPC:MovePause()
- void NPC:ResetMoveCalc()
- void NPC:MoveClimbStart(Vector dest, Vector dir, float dist, float yaw)
- int [AIMR_*] NPC:MoveClimbExec(Vector dest, Vector dir, float dist, float yaw, int nodesLeft)
- void NPC:MoveClimbStop()
- AIMR_BLOCKED_ENTITY, AIMR_BLOCKED_WORLD, AIMR_BLOCKED_NPC, AIMR_ILLEGAL, AIMR_OK, AIMR_CHANGE_TYPE
- void NPC:MoveJumpStart(Vector vel)
- int [AIMR_*] NPC:MoveJumpExec()
- int [AIMR_*] NPC:MoveJumpStop()
Fixed hand IK grip targets in workcart cabin
undo: PreUndo hook
Update undo.lua
Update undo.lua
Update init.lua
Update undo.lua
Merge pull request #1762 from NathanX-S/patch-4
undo: PreUndo hook
Add foot IK trigger to workcarts
Fix foot ik changes not applying while parented (whoops)
Simplified CallMethod generated code a bit
Fixed BulletsInRadiusEnumerable
Moved the warning beep audio source into the cockpit
A better place to stop the proximity loop
Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
Re-enabled proximity warning after refactoring
Add file.AsyncRead(string file, string path, function(string file, string path, int status, string data) callback, bool sync = false)
hard tentacle cores
Merge branch 'master' of SpaceUsurperUnity
hard orb cores
hard claw cores
hard frame cores
Merge branch 'master' of SpaceUsurperUnity
Fixed case where inaccurate spins remaining would display in slots UI
Added EnumerableForEachMethodCallGenerator
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame
While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance
Added the new trigger to the static elevator lift
updated train barricade art
fixed slow walking NPCs not playing footstep sounds
TunnelDweller NPC will not longer roam far from it's initial spawn position