248,697 Commits over 3,928 Days - 2.64cph!
Use local space for VR render poses, update Facepunch.XR to c537b77
Use local space instead of stage space for view locate & layer composition
collision and lods for radhouselarge. added radiator prop. added broken glass decal. added new roof.
Can't ready up until you've placed all bugs
Added StartingHealth to Bug Resource
Segment Healthbars. Fades in after taking damage
Added WeaponHud, only displays when your turn in Playing State
Created Weapon GameResource and starting Rock weapon
Added Icon to Weapon resource
Player WeaponInventory, WeaponHud now has WeaponButtons for each weapon in inv
Fix hotloading generated components
Added various editor events to ActionGraph editor
For component editor library to hook into
Expose a way to deserialize ActionGraphs with a cache
Add ActionGraphTargetAttribute
storage_building_large LODs, Colliders pass, prefab setup
Adjust bike physics and steering, improve jitter and bounce. Not perfect but better. Fixed eye pos not taking up/down look into account.
Don't make joint ExecuteInEditor, I don't know why it was in the first place
merge from frontier_hatchet/furTrim branch
Segments share a unique ID when from the same bug.
Highlighting occupied cell highlights all of the bug's segments
Right Click to pick up bug in placing phase
Removing bug marks cell(s) as unoccupied
More networking fixes
Hinge joint uses physics body transforms to calculate local frames
Implement CreatePropertyNodeType, fix property input label
Fixed editing ActionGraph-backed methods in realtime
Add public helper for caching ActionGraph instances on deserialize
Fixed player deployed elevators not draining batteries (had no input set to main power slot)
Fixed shadow cascade blending gaps/artifacts when using low FOV camera
Update Facepunch.XR to e0d5682, makes it so that we use local space for headset view/projection rather than stage space
Might help fix things on SteamVR headsets that use SteamVR for room-scale tracking?
Use local space for headset view/projection rather than stage space
Create boards in dev_scene
Switched Force Mount and Force Swap Seat icons to use the mount icon.
Work in progress Pawn refactor
Moved PlayerScore to PlayerState, scoreboard uses PlayerStates instead of relying on an active Pawn
Voice is on PlayerState, Kill Feed, Voice panel all use PlayerState
Chat system also uses player states, for now if we have a pawn, check zone that way. Needs a rethink, because we'll want to grab zones from possessed pawns, like the drone.
Can deploy drone by using left mouse button, removed dev menu debug for it
When possessing a pawn, set its PlayerState
Vitals UI works for any pawn
Kill bots playerstates as well as their pawn
Support Buy Menu items again
Use PlayerPawn in BuyMenu, not PlayerState
Cleanup, removed unused stuff
Removed a bunch of code we don't need on the Drone anymore
Fix NRE when shooting
Better logic for player marker vis
Another NRE fix
Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it
I don't think we need this stuff
Equipment renderer adjustments
Just use Property for PlayerBody.Player, instead of fetching OnStart
Fix team assignment
Use GameUtils.LocalPlayerState where we can
Spectating works again
Fix player nameplate conditions
More sensible accessors for local/viewer PlayerStates
Rename CurrentPlayerPawn->PlayerPawn, use rather than casting Pawn in a bunch of places (so we actually get what we're expecting)
Network client respawn event properly
Use PlayerState.Local.PlayerPawn directly
Fix not depossessing current pawn
Simplify pawn stuff a bit
Can now freely destroy/respawn player pawns
Tidy PlayerState a bit, streamline flow for spawning/possession
Don't enter spectate when respawning, do immediate spawns for joiners where we can
Add PlayerState.IsConnected
Fix non-host players sometimes spawning in incorrect locations
Fix error when no PlayerState.Viewer
Don't send team chat messages to bot connections
Add PlayerState.IsConnected
Fix non-host players sometimes spawning in incorrect locations
Fix error when no PlayerState.Viewer
Don't send team chat messages to bot connections
Disable self dismounting when handcuffed
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Subtract the other two merges from Bikes from today
Hinge joint calculates and saves local frames if they haven't been set, fixes snapshot stomping local frames making them go out of sync
Callouts are fine to have enabled, but they need to be static colliders
Updated Vintage Desk, Bookshelf and Rectangle Table FBX's and Prefabs
moved turret bracket to correct position
adding obi cloth - still need to clean out samples and other fluff
Added various editor events to ActionGraph editor
For component editor library to hook into
4k cinematic textures and materials
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Optimize friend package finds
Move about page
Subtract
99906 merge for now, bouncy motorbike bug
Remove isteamapplist.h from vpc
merge from hood_and_cuffs
merge from save252 - Staging wipe
merge from fix_oil_rig_top_placement
prisonerhood basic crafting pass
handcuffs no longer unlocked during tutorial
basic crafting pass
Updated the ClientServerFieldFinder to check for fields when in None compiler mode
Fixed all client/server/none field mismatches except for the travelling vendor fields
Should fix long monument imports when switching between compiler modes