243,203 Commits over 3,898 Days - 2.60cph!
FX for broken road barrier.
Rotated one barrier a little bit to match access lights.
Lighting progress.
Related new mats.
Use a callback for izLinearCast so we can override it and do our own
Remove the animator stuff for now. If I end up doing this it'll be on another branch
Micro-optimization
Add warning when calling PlayAnimation for an animation that doesnt exist
Merge from monument_scenes -> aux1
boss
burning vfx
frozen vfx
fear vfx
fire sprite
Run Scene2Scene on all the correctly tagged monuments
- only commit the scene output, not the legacy prefabs as they shouldn't have changed at all
Remove MonumentScene tag from swamp cabins scene
Allow non-static method shortcuts since there seems to be a good chunk of those
Stop feeding shortcut to Options for now
Fix size of Editor Keybinds page
Fix using the wrong widget for non-static shortcuts
Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function
Completely remove EditorPreferences.Keybinds
Change name/groups for a few shortcuts
Order categories by name in PageKeybinds
Remove some debug logs
Create Texture Editor and Actiongraph shortcuts
Create ShaderGraph, Hotspot Editor and some more scene shortcuts
Add GameObject/Transform shortcuts and fix static method issues.
Made grid size shortcuts Window type instead of Widget type
Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor)
Make classes with [Shortcut] attribute properly rebindable (used for editortools)
When running "SceneToScene" in bulk don't print errors & run on tags instead of "if MonumentInfo" is present
Add "MonumentScene" tag to all real monuments
Delete all scene spawner prefabs & monument scene outputs so we don't include any existing monuments that want to opt-out from conversion
Switch from a bool inside the `SceneToPrefab` component to using tags on the scenes to opt-in to output a scene
- the prevents us from reserializing the source scenes and causing conflicts with other branches
Switch monument scenes to be opt-in rather than opt-out (to deal with all the non-monuments being included)
Find monument scene spawners inside the /remapped/ directory instead of trying to remap every single prefab
Implement CastRayMultiple, CastShapeMultiple
charger
elite charger
elite zombie
runner, elite runner
Disable Master build config for Mac
Shape casts can have a start rotation ( cast rotated box, capsule, etc)
merge from main -> monument_scenes
merge from timeline_tools
merge from boogie_board_force_fix
merge from seismicsensor_reset_fix
merge from car_door_destroy_fixes
merge from HorseTerrainHoles
merge from fix_compressed_tags_official -> main
Oops, DrawInstanced was needed !
Put commas between each compressed tag to fix all issues parsing them
Created EditorKeybinds.cs with a few starting keybinds
Move Keybinds into EditorPreferences since that makes more sense
Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string
Added Editor Keybinds page to EditorPreferencesWindow
Subscribe all RegisterShortcut voids to keybinds.update EditorEvent
https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4
Create shortcut for EditorCycleViewMode
Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button
Use TitleAttribute for keybind names
https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png
Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever)
Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries
Call keybinds.update EditorEvent on Reset to Default
Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds
Need to call this after EditorTypeLibrary is created
Register shortcuts elsewhere and remove some option shortcuts
Change default shortcut type
Register shortcuts on hotload
Convert some older shortcuts into the new [Shortcut] attribute
Change shortcut defaults
Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides)
Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds
EditorShortcuts rebinding actually works now, much more lightweight than prior version
Make user overrides save properly
Get Name and Group properly, allow attributes to override.
Get keys from shortcut name in Option.cs
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merge from main -> biome_visuals_2
Trying out the Master build configuration for non-debug client builds (slower compiles but should run faster)
No need to respawn in SwapTeams
Update facepunch.libevents
merge from native_memory_stream -> main
Remove command used for testing
This doesn't need to be DrawInstanced
Fix loading ui textures not updating when they finish loading
No need for ThreadStatic here
Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about
Merge from main -> native_memory_stream
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