branchrust_reboot/main/spraycan_merge2cancel

58 Commits over 61 Days - 0.04cph!

Yesterday
Toggling hide signs will now update the sprays that already exist to respect the setting (previously a player would need to leave and return to network range for the spray to properly hide)
Yesterday
Added global.ClearSpraysInRadius with an optional radius parameter (defaults to 16 if unset)
Yesterday
Fixed freehand sfx not working when the viewmodel camera was enabled
Yesterday
Add some logs to try and diagnose missing sfx in build
2 Days Ago
Update spraycan inventory
5 Days Ago
Merge from main
5 Days Ago
Fixed spray duration convars incorrectly using hours instead of seconds
5 Days Ago
Typo fix
7 Days Ago
Unsaved
7 Days Ago
Rename freespray item
7 Days Ago
More setup
7 Days Ago
Decal skin setup
8 Days Ago
Spraycan flags NRE fix
9 Days Ago
Merge from main
9 Days Ago
Added new IAnimationEventReceiver that can intercept events from AnimationEvents component without needing to access the held entity. This works in regular gameplay as well as spectating. Reworked spray can to use new component for viewmodel spraying animations
9 Days Ago
Fix demo NRE when scrubbing while freehand sprays are created
9 Days Ago
Don't play world spray fx in first person
12 Days Ago
Merge from main
12 Days Ago
Merge from spraycan_merge2/decal_refactor
13 Days Ago
Reduce condition loss when spraying, add some condition loss when free spraying
14 Days Ago
Fixed NotifyLod components not respecting mesh.quality convar (will affect sprays as well as boom boxes)
14 Days Ago
Fixed spray sfx looping incorrectly when spray can breaks mid spray
14 Days Ago
Sprays that detect a sudden detection change will now break the line and start a new line This looks a lot better than attempting to make the turn with the limited geometry we're using This still only counts as one spray entity Remove point culling features, no longer needed
15 Days Ago
Change name of freehand item
15 Days Ago
Disable default blueprint on spray inserts (for initial testing)
15 Days Ago
Disable point culling, still needs some work
15 Days Ago
Merge from main
15 Days Ago
Fixed icon rendering Added frog boot spray
15 Days Ago
Cull free spray vert points that overlap each other
15 Days Ago
Fix colliders not being properly reassigned on server load
15 Days Ago
Better freehand spray icon
15 Days Ago
Fix server compile
15 Days Ago
Fix MaxSpraysPerPlayer not properly applying to free hand sprays Better item descriptions
15 Days Ago
Add global.MaxSpraysPerPlayer convar
15 Days Ago
Track timestamp and player responsible for every spray Restructure spray save data, remove some unused fields Add global.ClearAllSprays convar
16 Days Ago
Add server convar global.deleteallsprays
16 Days Ago
Adjust free hand spray item icon
16 Days Ago
Fix premade decals getting incorrectly destroyed while spawning, fixes save/load issues
16 Days Ago
Sprays are now decay entities and last three hours Exposed via global.SprayDuration/global.SprayOutOfAuthMultiplier convars
16 Days Ago
Fix not being able to use stored water on a spray when sprayed on terrain
16 Days Ago
Increased spray duration to 6 hours (temp, will convert to decay soon) Re-enabled rain check invoke
16 Days Ago
Added a free hand spray attachment, must be inserted into the spray can to allow free painting
21 Days Ago
Fixed some edge cases where a spray could be stuck as busy
21 Days Ago
Run accurate mesh snapping on regular MeshRenderer components and on objects on the Default layer
21 Days Ago
Codegen
21 Days Ago
Merge from main
54 Days Ago
sustained spraycan spray sounds
58 Days Ago
Compile fix
58 Days Ago
Fixed decals switching back to the default decal after being pooled
58 Days Ago
Don't allow spraying until deploy animation finishes