256,610 Commits over 4,018 Days - 2.66cph!
More progress rework table
Add Bitmap.ToFormat( ImageFormat format )
gas cylinder mesh and model doc cleanup.
Removed the 30s repair delay on the battering ram head
Added more jungle scaffolding blockouts
Shorten tiger leap and growl anims for better blending, custom flee to go back into hiding then circle back
Use RPC for health/armour pickups
merge from primitive -> aux2
Bugfix: FullServerDemos - ensure initial save always happens if demo thread was toggled
Tests: recorded 2 demos in 2 recording sessions on one server session - both had saves created
Ensure AssetDatabase.SaveAssets() is called after manifest is generated
- seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
KeyframeCurve, IInterpolator
AnimationClip / AnimationTrack
AnimationProperty
AnimationEdit
Don't draw effect rings w/gravgun (#2083)
Add math.IsNearlyZero() and math.IsNearlyEqual() (#2172)
* Add math.IsNearlyZero() and math.IsNearlyEqual().
* Rename `smallNumber` to `epsilon`
* Use 1e-8 for epsilon instead of max.exp(-8)
* Fix comments to match function arguments
* Remove epsilon variable, code style fixes.
Fixed ballista not repairable when hammering its subentity
Frontend Speedup (#2183)
* Update jQuery to the latest version
* Optimize images by adding lazy loading
* Remove unnecessary jQuery calls
* Speed up the loading of the mainmenu
* Optimize loading screen: use DOMContentLoaded and defer jQuery
* Replace jQuery to JavaScript
* Fix the screen resolution glitch when game start up
* Fix the code style to the current code base
* Returning the js script binding to the head block
* Remove unnecessary changes
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Removed unused from InputContext
Bugfix: ServerDemoPlayer - wake up all recognized players
Players that are loaded from a save arrive sleeping, which prevents tick processing.
Tests: Played back a couple short demos where I didn't jump at the start - saw player move.
Add per-convar profiling when changing quality presets
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
adobe wall and gate gibs and collision
Fixed Cloud Browser @installed tag not being filterable by query
Add [Hide] to TextureCoord.Title override
Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly
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Can now specify individual menu panels that will return to the main options panel when closed.
Added Item store, inventory and workshop menu panels to this list.
exported tree climbing anim tests for tiger
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Use GetCurrentGroundTypeNoAlloc in all VehicleChassisVisuals
Fixed PlayArea causing a HealthComponent assert (we were calling this on non-host clients)
Added TerrainConfig.GetCurrentGroundTypeNoAlloc, compare the physics material by instance id instead of by name
For 100 catapults, from 3.9 KB 0.2ms -> 0.1ms
Remove player friction stuff, derive from surfaces instead
Fixed scoped weapons keeping aiming tag when ending scoped state
Fixed "UseCrosshair" not doing anything, M700 doesn't have a crosshair once again
Use equipment flags for aiming instead of half tags, half flags
Make sure to stop any stationary siege weapon chassis visual update tick
Add Texture.GetBitmap
Simple texture compiling from managed
Client.Kick functions as intended
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Update m700 package
Update .gitignore
m700 sight attachments attached to root bone
- Minor mini crossbow animation cleanup
- Reduced some noticiable flickering
- Added more lerp time
Additional improvements:
Fix download status icons being displayed before buttons load when changing pages.
Fix blank buttons appearing on first load before page finishes refreshing.
Gas Cylinder Colour changes, model doc update
PlayerState -> Client
Use M700 with arms
FloatControlWidget keeps the drag delta intact, fixes janky drag on int controls