243,915 Commits over 3,898 Days - 2.61cph!
Initialize these engine classes outside of MenuDll now that editor doesn't run menu dll
Null check a bunch of IMenuDll.Current calls
Make sure action graph inputs / outputs are sorted
Target value simplification
▆▌▇▍▅▊▊▇ ▊▉▍▇_▊▄█▉▆▆▍▆▌▋▉▅▉▊▆ ▌▆▇▆█▍ █▄▅▋▅▍█▌▆▅▇▉▋▌█▆█▅▅█▄██▇▆
!█▉█▋▅ ▇▇██▅▄▆▋ ▄▇██ ▊▊▅▉ ▌▌▋▊▋▅▄
!▄▍▄▉▌ ▉▋ █▄▄▄▋▄▅ ▆▊█▍ ▋▄▌▍▊▋▌_▅▊▉▊▋▅▇▅▇
!█▉▅██ ▅▆▌█▇▊▌▅ █▉▅▆ ▊▄▅▅▄▆▆▋▊▍▆▋▇▍▋▊▊▋▋█▄▉
▉▌▄▉▆▅▄▍▆▄▉██▆▄▅▇▆▌▋▋▆ ▄▄▄ ▇▌▅█ ▊▌ ▋▅▄▉▆▅ ▉▄▅ ▋▊▊▆▆▌ ██▊██▉ ▊▇ ▌▇▋▍█▌ ▆▌▉▉▅▌
▆█▋▋ ▄▋▆▋ ▍▄▉ ▌▌▆▍█▉ ▄▆▆▄▌▆ ▅▉▅▅ ▅▌▌▅▄:▄█▉▄▊▍█▊▆▍▇
!▋▋▍▅▅ ▍▌▇▉▇▍▋ █▅ ▉▆ ▌▉▄▌ ▅▌▉ ▌▇▊▌▋▉▉ ▊▄▅███
▉▄▍▅▍ ▉ ▊▋▄ ▋▅▍ ▅▋▉▄ ▅▄▆▍▅▅ ▋▉▄ ▅▋▍▋▍
Slight chance of a very slight increase or decrease on rocket clip per strafe
Piston texturing
Merge branch 'main' of sbox-industrial-platformer
minigun wip
- re-exported base viewmodel file (w/ meshes)
- re-exported viewmodel anims
- clip naming updates
- updated masks
- added worldmodel prefab and setup
Heli will drop out of strafe at a random distance threshold rather than a constant one
▊█▌'▍ ▌▆▇▌ ▄▋▆ █▆█▍▇▅▅▌▇ ▆▉▋█ ▄█ ▍▋▌▆▇ ▅▍▇▇▍ ▊▋ ▅▊▍ ▌▆▌▍▇▅ █▋ ▋▉ ▍ ▋▍█▅▋█▌█.
Variable rocket aimcone now placed in a varied range
Nicer start/stop detection logic.
Remove the ghost flag effect prefab and related code.
Misc cleanup.
Mirror [GraphInput] parameters in sub-graphs
Added a chance that the heli will go to random map positions over cycling monuments
Remove a test log
CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
█▄▆▆▆▆▌ ▌▄▌▇▆▋▇▇▇ ▋▆▊▆▅ ▉▇▊▇▆▄
▍▋▉▄▌█▇ ▇▌█▉█▄▋▊▋ ▇▊▉ ▌▄▇▆▆▆▊▅ ▅▇▄▄ ▋▆▅▅▉▅ ▊▉▉▄
██▌▋▇▉▍ ▌▋▄▌▊▇▆▍ ▅▍▍▉█▍▄▄▍ ▅▍▇▉▄ ▆▊ ▉▌▅▌▉▇▍ █▍▇▄▉▊
Expose some parameter definition helpers
▆▋▊▉▊▇▆▌ ▄ ▌█▍▆▅▋▇ ▇▆▇ ▅▅▉ ▄▌▉▅ ▅▌█▇ █▍ █▍▋▆▇▌▇ ▉▋▇▄▄▉▆▊. (▅▅▊▊▋▅ ▋▆▊▋▌▍▉▅ ▇)
▊▆▅█▇▍▍▇/█▄▋ ▄▋ ▉▆▆▆▅▆▅ █▇ ▅▄▄▌▌▋▄▇▊ ▊█▌ ▍▄▆ █▉▋▌▍▆█ ▌▌▍▄▋▍▄ █▉▋▆▆▄▅█ █▄▆▆▄▇▅▉ ▍▉▅▄▌▊▉▇█▅ ▋▅▆ ▍▋▄▄▆▅▄▋▊ ▋▍▅▄ ▄▊▊ ▋▅▄ ▋▆▍▉▉.
Tweak how launching works, don't put tools and game in their own contexts anymore
Add QtAppSystem
Update QApp.def
▊▊▋▄█ ▅▄▇▅ ▆▆██▉ ▌▄█ ▍▆▇▅▌▌▇ ▌▊▅ ▉█▋ ▌▄▊▋▆▍▉ ▄▅▉▇ █▄▆▌.
IGraphInputAttribute to replace variable passing hack
Screens display protected time, resource cost per 24h and building block count
LOD setup
Add SkinnedModelRenderer.AnimationGraph to override animgraph
▍▆▇▍▆▌▌ ▌▉█▉▉▍▍▇▍ ▇▌▄█▉ ▊▍▊▇▇▌█▅ ▋▄▋ ▊▊▉▋█▊▇▋ █▄▆▊▆▊▉▍▄▄ ▆▇█▆▌▇▆▊▊ ▌▍█▋ ▌▇▌▍
█▍▊▋▋ ▍▇▇ █▄▌▌▆ ▇▊▆ ▍▆▄▄ ▇█▌▆ ▆▋ ▍▌▌▍▊ ▉▆▊▆ ▋▊▄ ▅▅▋▋▊▉▊▋▆ ▍▍▍▅▌▋ ▄▊▄ ▅▇█▄▍▉██ ▇▇▉▊▅ ▍▊▍▄▌▇▊▋.
▍▊▍▉▇ ▄▍▌▆▊▅▄▊▌▍ ▊█▉▄ ▊▆▅▊▍▅.▅▅▅▉▅▇▆
▌▊▌▊▋▇ ▍_▊▍█▄█▅▍▌▍▌::▌▄█▍▌ █▋ ▍_▍▇▆▍▋
!▆▅▇▌▅ ▍▄▆▌▅▊█▋▋ ▄▆▋▆▆▅▇▋ ▄▌▆▍ ▅▄▊▌▍▋ ▊▆▆ ▍▄▆▋▌▍▉▍
!▌▌▉▅▊ ▋▋▆▅▄▋█ ▉▄▉▊ ▆▌▍▊▄▆▌▋
Can a connection create objects?
Send network destroy even if DestroyImmediate is called
Ownership authority flags
Let GameObject have [Sync] too (test)
Reorder enum, add [Expose]
Change up logic for can create objects - only check if we have a source
Default CanCreateObjects to true for now (this is current behavior)
Initial implementatior for ownership authority
Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars
Initial implementation of Rpc authority
Fix a couple of invalid cases for compute shaders when viewport is very small but not zero
Remove some now unused client code.
Increase the source timeout duration.
Applied the bulk of the changes from rework
VersionUpgraderAttribute
Upgrade parameter format, all tests pass
Nicer assert for invalid vk compute shaders, and don't actually dispatch invalid ones otherwise we'll probably crash
Fuck this test for now, a full end to end test for opening a project would be better