250,275 Commits over 3,959 Days - 2.63cph!
merge from signs_io_ui_fix
BombSite component, update BombSite_A.prefab
Update C4 weapon name
Player cameras are off by default, will only turn on if it's needed
Add hud to fps testing scene
Fixed remaining signs showing power usage 0
Added damage listeners, can react to damage taken/damage given (for UI, hit reactions, etc, networked)
Some refactor/rework.
Added restrained flag.
Removed some RPCs.
Restrained players can now be looted (not just surrendering)
Fixed push menu showing for all players. Push now shows if restrained only.
Interaction functionality is now tied to being restrained, not locked inventory.
Separate HUD from Player prefab - make that GO in the scene networked - should fix chat too
Fix conflicts
Add paint.leftsided convar to change the painting UI to be on the left side of the screen instead of right
Cut down on a bunch of damage system code
Prevent reload if weapon ammo is full
Updated physics material and destruction sound to metal
New vitals UI, new UI font & theme (from ui-stash)
Make text bold again
Chat fixes + team chat
Fixed IOEntityEditor NREs with no outputs entities
When the electric furnace is full:
- pause cooking instead of turning off
- resume cooking when an item stack has been removed
Add mesh merging (only 2 open edges from the same mesh for now)
Put spectators on a team at round end
WIP try to avoid double-assigning weapons
Weapon info panel doesn't move the active weapon around
Bind slot4 and slot5 input actions
lobby_join cmd tries to find the lobby with highest players
Cannon Shell explosion replacement.
Add temp worldspace voice chat
cleanup site decals + added question/exclamation
Set louie's map as startup
Spawns, block off half the map for testing
Fix hotloading SingletonComponents
Fix networking player respawning / team assignment
v_spaghellim4: updated idle pose
Knife is a 2 hit kill
M4 damage decreased
Upped pistol fire rate, decreased damage
Fixed footsteps sounding weird
Add chat from ui stash branch - hopefully this doesn't fuck anything else up
Initial theming
Basic vitals (armor not hooked up yet)
sexy hud
Chat
Extremely basic avatar displays for connected players
Updated Pushcart Materials and LOD Distance
New TerrainMaterial & TerrainStorage resources, rework creation of terrain, component custom editor, simple height blends and various QOL improvements
New TerrainMaterial asset, can be used on multiple terrains, copied from other projects
* Replaces TerrainData.TerrainLayer which used manual packed vtex files
* Accepts source images for: albedo, normal, rough, ao, height
* Compiles into 2 generated vtex_c
* Contains other properties for metalness, uv scale, uv rotation
* AssetPreview is used for editor UX too, instead of hacky shit before
* TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo
* Drag drop TerrainMaterial assets into Terrain component
* Open for expansion to grass/clutter properties
TerrainStorage
* Replaces TerrainData & TerrainDataFile
* Make use of IJsonConvert to avoid all the crazy crap I was doing before
* Drag drop TerrainStorage asset into scene
* JsonUpgrader for TerrainData -> TerrainStorage, resmaples ^2+1 heightmaps to just ^2
Terrain component editor:
* Support creating or linking TerrainStorage if none is attached
* Split settings into its own tab
* Add heightmap resampling for non pow2 heightmaps
* Add import splatmap
* Terrain creation no longer forced through GameObject menu, remove Hide attribute from Terrain component.
* Remove special terrain save logic from SceneEditorSession, use scene.saved editor event
* Texture streaming works properly
* Basic height blend
* Disable specular on terrain
Add playerinfo hud showing HP
Applied new lighting & FX.
fixed garbage color values on decals