243,669 Commits over 3,898 Days - 2.60cph!
Merge Travelling Vendor -> Main
Fixed wheel colliders having a slight gap with the ground
Fix not entering freecam at last view pov
Show spectate ui when in freecam
Start spectate in POV cam
initial skinned oni cloth setup for ghostsheet
small perf modifications to oni cloth and initial setup for global solver updater
Bring back deathcam, re/spawn fixes
SelectedWeapon, defaults to weapon with unlimited shots
Started Pebble Splash weapon. Can change selected weapon from hud now.
Deplete from weapon inventory on use. Can't select weapon with 0 left
Finished PebbleSplash Weapon. Each weapon has its own thrown prefab.
Remove a bunch of debug logs
Update some timings. Segments also linger for a sec before dying if they die in 1 hit
Pebbles no longer destroy each other on collision
Merge from qol_building_preview_lerp_snapping -> main
Use first SourceLocationAttribute if multiple found
Rigidbody transforms physics body position and rotation independently only if game object position and rotation has changed
Added "Mask" blend type to terrain blend layer
Removed unused TerrainLayer.cginc
Fixed compile error when using terrain parallax variants
PlayerState cleans up after a certain amount of time after disconnect
Add playerstate cleanup time game rule, default to immediate
Merged Travelling Vendor -> Main
Show disconnected players in the scoreboard distinctly
Merge Travelling Vendor -> Main
Cleanup and missing files
Travelling Vendor~
- Swapped steering over to PID controller
- Fixed wobbly wheels
- Added proper lerping to clientside wheel visuals
- Removed steering deadzone logic
- Changed wheel grip values so it can climb hills
van blockout update interior and door
added route to radhouselarge roof
Use local space for VR render poses, update Facepunch.XR to c537b77
Use local space instead of stage space for view locate & layer composition
collision and lods for radhouselarge. added radiator prop. added broken glass decal. added new roof.
Can't ready up until you've placed all bugs
Added StartingHealth to Bug Resource
Segment Healthbars. Fades in after taking damage
Added WeaponHud, only displays when your turn in Playing State
Created Weapon GameResource and starting Rock weapon
Added Icon to Weapon resource
Player WeaponInventory, WeaponHud now has WeaponButtons for each weapon in inv
Fix hotloading generated components
Added various editor events to ActionGraph editor
For component editor library to hook into
Expose a way to deserialize ActionGraphs with a cache
Add ActionGraphTargetAttribute
storage_building_large LODs, Colliders pass, prefab setup
Adjust bike physics and steering, improve jitter and bounce. Not perfect but better. Fixed eye pos not taking up/down look into account.
Don't make joint ExecuteInEditor, I don't know why it was in the first place
merge from frontier_hatchet/furTrim branch
Segments share a unique ID when from the same bug.
Highlighting occupied cell highlights all of the bug's segments
Right Click to pick up bug in placing phase
Removing bug marks cell(s) as unoccupied
More networking fixes
Hinge joint uses physics body transforms to calculate local frames
Implement CreatePropertyNodeType, fix property input label
Fixed editing ActionGraph-backed methods in realtime
Add public helper for caching ActionGraph instances on deserialize
Fixed player deployed elevators not draining batteries (had no input set to main power slot)
Fixed shadow cascade blending gaps/artifacts when using low FOV camera
Update Facepunch.XR to e0d5682, makes it so that we use local space for headset view/projection rather than stage space
Might help fix things on SteamVR headsets that use SteamVR for room-scale tracking?
Use local space for headset view/projection rather than stage space
Create boards in dev_scene