243,187 Commits over 3,898 Days - 2.60cph!
Update: Adding Pool.FreeUnmanaged overload for MemoryStream
Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env.
Tests: build only in editor, all targets
Wire deployment cancel condition
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T>
Tests: trivial change, so only built Client+Server
Remove this
Scroll area to support bigger maps better
another test tilemap
Add StringToken alternatives to RenderAttributes
Wake connected here too for good measure
Don't dirty box collider on size change, update the hull instead - fixes trigger enter/leave when resizing
Add internal UpdateBoxShape, box collider will use it
Update mesh shape by updating the BVH instead of recreating the whole shape
Switch from pinging servers via their IPs to pinging the entire server list via 4 queries
merge from mountable_rotation_fix
merge from fix_convar_defaults_server
merge from optimize_prewarm_doors
merge from triggerbase_fix
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type
Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
Temp model
Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
Leaderboard backup, run #
12535
Hold RMB to block with the shield (only visible in first person right now)
Cannot attack while blocking
Hide the left arm of viewmodels when a shield is active (rotated off screen)
Hide the viewmodel shield while reloading weapons
Let bike driver wield items
Turn on trace solver again, looks like it performs much better
Use worldspace cloud here for the obstacle, it's always identity so no need to transform it
Created RoomResource. Made Tools for generating RoomResources from prefabs.
Associate exit object with transform in resource. Updated all resources appropriately
Add IsStartingRoom to RoomResource
"Update Resource" -> "Save Resource"
Updated all the text rooms
Added Basic Map Generation.
https://files.facepunch.com/CarsonKompon/2024/July/18_00-14-TruthfulYosemitetoad.mp4
clown
reworked ogre
levelcreator
bank, money bag
meat
Updated third and first person animations for rock paper scissors gesture.
▆▅█▅▌ ▋▊▅▅▉▌▉█▍▊▊▊▉ -> ▇▄█▄
▋▌▋▍▇▌▅▊▄ ▆▅▋▋█▍▄ ▆▍▆▊ ▆▌▉█▅▄▊_▍▊▍▅▌█▍▅ ▋▇▉▊ ▆▅▍▇
▆▉▄ ▋▍▍▋▅ ▍▌█ ▄▄▌▆█▌▇▆ ▆▅▉▇▅▄▇▋▆▇ ▅▋▊ ▄▍▌ ▋▉▌ █▋▇▊▋▉▅▅▇▄▊ ▄▌▋▄ ▌▇▊ ▅▍▋▉▆ █▋▌▄▌ (▍▅▄▉▌▍▌▉▍█ ▋▌▄▌ ▍▋▊▆ ▆ ▄▉▅ ▊▅▉▉▅▍▉▍ ▍▍█▇). ▅▆▍▄▅, ▍▌█▍▌▌▇▍▌, ▉▉▋█▉, ▄▆▌▉▍▍▆, ▌▍▄▍▉▌▇▊▋, ▋▋▊▅▇, ▆▄▅▋▆.
Clear velocity internally when disabling motion
Rock paper scissors gesture anim progress + backups
We can't assume rigidbodies are static when motion is disabled, people are using them for kinematic platforms
Leaderboard backup, run #
12530
Fix terrain clipmaps being generated at the shadow map's position rather than the main camera's when rendering shadows
Merge latest izabu changes
Fix body cast shape (#113)
reworked cast result
Merge remote-tracking branch 'upstream/main'
Wire ground watch, make sure to cut the trap wire when the entity it is attached to is destroyed
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
Added a shields inventory loadout for testing
Can now use M92 with shields
Can no longer ADS while a shield is equipped
First pass jungle wall texture for testing brick sizes. Doubled wall thickness in kit. Initial blockout of vertical slice jungle wall segment.
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
Change player grabber to allow unfreezing
Rigid body motion disabled uses static, it doesn't make use of shadow controller so we just miss out on CCD if we use kinematic
Make sure rigidbody disables controller when motion is enabled