243,071 Commits over 3,898 Days - 2.60cph!
Editor and UnitTest folders should be in the root of the project
merge from effects_pooling_warmup
█▆▇▊█ ▅▍▋▆ ▊▄▋█▉_▇▅▅█_▆▋▍▊▌▍▊▌
▍▍▊█▄ ▇▉▆▅ ▆▇▍▋▄▊▉_▋▌▆▇▋▇▊▉▉▅▋▉
Straighten road next to roadside monuments
ActionGraph: Fixed dragging out a signal reroute node
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
ActionGraph: clear properties panel when selected node is deleted
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
Remove unused args
Create libraries folder
Libraries basics
player update. exported/setup 3p thompson weapon anim set
Scene ref gizmo: only use weak references to graph elements
So references from deleted graphs will hide
Minor: Init variables used in IMaterial functions
Unhide sv_maxunlag convar
Minor adjustments to server browser filter UI
You can now click the filter text to tick the checkboxes
Fixed industrial wall light snapping issues, debug origin was off
merge from client_server_fields
Prefer longer cliff segments
Fix a bunch more mismatching
Update client server field finder tool to output even when there are no serialized fields found in the type, allows for more accurate messages when comparing
Fix crash when drag-dropping .sbproj into launcher
▉▆█ ▄▌▇▇▅▅▇▉█▋ ▋█▉▄ ▍▋▅▊█ ▍▍ ▄▌▄▉▉▅▄█ ▊█▄▇▇ ▌█ ▅▉▉▆▋ ▋▋▉▍▅▋▇▄ ▋▄▅▅▇█▄ ▍▆▋▊▍, ▆▄▌▇▊▄▅▆█▊▊▅▆ ▅▆▆▇▅█ ▌▌▄▊ ▉▆▍▄▌▌▉▌ ▋▌▆█▊▍, ▅▆▅ ▉▅▉▅▇▄▍▅▆▋ ▉▅▇▌▅▆█▆ ▄▋▍▇█▍ ▌▌ ▇▍▋▊▇ ▅▌ ▇▆▊▉▉▅▆
Improved flow in rahouse large, adding an exit point in the corridor
PlaceCliffs has MinHeight and MaxHeight parameters to specifc terrain altitude range of certain cliff types
Chest can be free
Door speed
prefabs
Fixed default guide mesh orientation issues after rotating it
Use new BuildEvaluate directly from ActionGraph<T>
checkpoint hut, radtown gate greybox
Add some UI sounds, TimedDestroyComponent, destroy projectiles if Lifetime > 0
▌▊▅▅▋█▇▊▄▄▍█▉▄▅▌▆▇▉▋█▆ = █ | ▌▅▄▇▄▄▍▋ ▅▍▅▍ ▄▌▊ ▍▄▊▄▄▋▍ ▌█▋
Restore backward compat LerpTo
Moved GenerateCliffTopology slopeCutoff and splatCutoff to consts at the top of the file
Implemented "force the cliffs to spawn at the highest available Y position"
Fixed "cliff scaling doesn't always obey the min/max values"
Set player color based on player id, ready up will only scope input up to the max controller count
Some extra docs + let's call it Query to match the other class
Merged main into /electricity_power_fixes/2
Test
Clean up - use TransformInterpolate class
Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
Fix to allow interp property to be set by GameObjectHeader
Serialize the interpolation bool with GameObject
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Expose game controller count to public API
Add CameraManager script that tries to keep all active players on the screen
ProceduralMapRoad spawns roadside monuments
PlaceMonumentsRoadside fixes & improvements
Removed the unrelated files plastic included in my previous commit for whatever reason.......
merge from mission_improvements_may_24
Moved functional code out of RPCs to facilitate testing, cleanup and naming
Codegen