249,450 Commits over 3,959 Days - 2.63cph!
Rename EngineEntityBase to NativeEntityClass to avoid ambigiuty
Can create pure clientside entities
Updated all Lerp/Slerp functions to have an optional clamp param, defaulted to true
Proper versions of Set/GetBoneTransform
Fixed AnimEntity NativeEntityClass
Wip test code
Merge branch 'master' of sbox
get rid of added code, it was a compiler bug after all as suspected
Now using new lock icon, fixed highlighting locked items in campaign
Made "INCOMPLETE" more faded
Only show unlock condition if all prerequisite stages are also unlocked
assigned trees to WB2/3
tech tree dialog now opens the correct tree automatically
Don't assert when Qt can't enumerate a special font family
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Yank DX9 and other unused stuff, better format groups.vpc
Remove conflicting shaders from core/
Disable SM3_0 compilation entirely and conditionally ignore non-SM5_0 shaders
Fix addon path on ReadVfxFile being inverted
Use addon-aware ReadVfxFile method for VFX Compile Helpers
Cleanup
Merge branch 'master' of sbox
SE splat cleanup & related.
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direction fix, vision cones
Bind GetWorldspaceBones, GetBoneParent, GetBoneName
Draw bones in dev camera
Removed some last remains of navigation form HumanNPC
Added constructor to convert TransformUnaligned to a Transform
Safe to assume SkeletonInstance exists, it's the default body component for model entity
Tweaked fall anim to stop the head looking down
Bind CGameSceneNode
invasion chasing vfx/balance
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
invasion diff scaling
merge from /main/save201 (save++ network++)
Added code for damaged and destroyed FX, using placeholder FX
merge from dropbox_sightcheck
demo.stopRecordingCamera should now properly end the recording and allow another recording to begin in that session
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Fixed playandrecordcamera failing if no params are provided
Playandrecordcamera and Playwithrecordedcamera will now only need an animation name if a demo is currently playing
Revert protection and health accidental change
Delay train destruction when destroyed, and derail them
WorkCart health and protection fix
Potentially fixed trees not playing falling particles at the correct location (was playing them at world origin)
Add prevent_building area for workcart
Set up workcart gibs, using placeholder gibs model
Set up WorkCart damage protection values
Secondary forces experiment
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Updated train track splines on modified track models
Fixed lookup-table spline length bug
demo.playandrecordcamera can now be used from within a demo once any other recording has finished (eg. finish recording take 1, use command again with a different filename to record take 2)
demo.playwithrecordedcamera can now be used from within a demo to switch between recordings for the currently playing demo (eg. switch between take 1, take 2 without having to go back to menu)
Fix a worldspline editor update issue
Applied some navigation change shelves.
Bunch of navigation work and refactoring to decouple navigation from npcs.
Removed a bunch of debug.
Better debug visualisation for navigation.
Rewrite of train collision handling + changes to movement
Touch VPCs for server/client, maybe the crashes will make more sense
Added input.GetAnalogValue( AnalogAxis )
Added ANALOG_* enums
Remaining new SE coastline.
Added progression flags that official stages can enable
New stage unlock condition system
Allow locked stage selection / navigation
Locked stage style tweaks