248,624 Commits over 3,928 Days - 2.64cph!
Can use right mouse button for switching off respawning camera
Don't let players immediately switch out of deathcam
Add hints for how to skip to spectate while in deathcam
Automatically swap out of deathcam after some seconds
cherrypicking force_mount_opt_out changes
Fix not removing weapons when buying in deathmatch
rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
More specific hash check for round state team players
Bot avatars are different from players
Check for IsHost in host-only KillEvent handlers
Fix dropping equipment on death
Fix HealthComponent.OnKill hiding IRespawnable.OnKill
Add bool EquipmentDropper.LimitedDropOnDeath
Instead of checking for DefaultEquipment to not drop pistol
Use EquipmentDropper rules for manually dropping items
Tweak retakes round start grace period (#165)
Merge from hurt_overlay_changes
cherrypicking hood_and_cuffs branch fixes
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Leaderboard backup, run #
12391
Revert "m_nInstanceStepRate not used anywhere get rid"
This reverts commit 512a3827c2d47ee6976ca8b0dfe63cc448fe369d.
FX for broken road barrier.
Rotated one barrier a little bit to match access lights.
Lighting progress.
Related new mats.
Use a callback for izLinearCast so we can override it and do our own
Remove the animator stuff for now. If I end up doing this it'll be on another branch
Micro-optimization
Add warning when calling PlayAnimation for an animation that doesnt exist
Merge from monument_scenes -> aux1
boss
burning vfx
frozen vfx
fear vfx
fire sprite
Run Scene2Scene on all the correctly tagged monuments
- only commit the scene output, not the legacy prefabs as they shouldn't have changed at all
Remove MonumentScene tag from swamp cabins scene
Allow non-static method shortcuts since there seems to be a good chunk of those
Stop feeding shortcut to Options for now
Fix size of Editor Keybinds page
Fix using the wrong widget for non-static shortcuts
Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function
Completely remove EditorPreferences.Keybinds
Change name/groups for a few shortcuts
Order categories by name in PageKeybinds
Remove some debug logs
Create Texture Editor and Actiongraph shortcuts
Create ShaderGraph, Hotspot Editor and some more scene shortcuts
Add GameObject/Transform shortcuts and fix static method issues.
Made grid size shortcuts Window type instead of Widget type
Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor)
Make classes with [Shortcut] attribute properly rebindable (used for editortools)
When running "SceneToScene" in bulk don't print errors & run on tags instead of "if MonumentInfo" is present
Add "MonumentScene" tag to all real monuments
Delete all scene spawner prefabs & monument scene outputs so we don't include any existing monuments that want to opt-out from conversion
Switch from a bool inside the `SceneToPrefab` component to using tags on the scenes to opt-in to output a scene
- the prevents us from reserializing the source scenes and causing conflicts with other branches
Switch monument scenes to be opt-in rather than opt-out (to deal with all the non-monuments being included)
Find monument scene spawners inside the /remapped/ directory instead of trying to remap every single prefab
Implement CastRayMultiple, CastShapeMultiple
charger
elite charger
elite zombie
runner, elite runner
Disable Master build config for Mac
Shape casts can have a start rotation ( cast rotated box, capsule, etc)
merge from main -> monument_scenes
merge from timeline_tools
merge from boogie_board_force_fix
merge from seismicsensor_reset_fix
merge from car_door_destroy_fixes
merge from HorseTerrainHoles
merge from fix_compressed_tags_official -> main
Oops, DrawInstanced was needed !
Put commas between each compressed tag to fix all issues parsing them