243,671 Commits over 3,898 Days - 2.60cph!
Use local space for headset view/projection rather than stage space
Create boards in dev_scene
Switched Force Mount and Force Swap Seat icons to use the mount icon.
Work in progress Pawn refactor
Moved PlayerScore to PlayerState, scoreboard uses PlayerStates instead of relying on an active Pawn
Voice is on PlayerState, Kill Feed, Voice panel all use PlayerState
Chat system also uses player states, for now if we have a pawn, check zone that way. Needs a rethink, because we'll want to grab zones from possessed pawns, like the drone.
Can deploy drone by using left mouse button, removed dev menu debug for it
When possessing a pawn, set its PlayerState
Vitals UI works for any pawn
Kill bots playerstates as well as their pawn
Support Buy Menu items again
Use PlayerPawn in BuyMenu, not PlayerState
Cleanup, removed unused stuff
Removed a bunch of code we don't need on the Drone anymore
Fix NRE when shooting
Better logic for player marker vis
Another NRE fix
Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it
I don't think we need this stuff
Equipment renderer adjustments
Just use Property for PlayerBody.Player, instead of fetching OnStart
Fix team assignment
Use GameUtils.LocalPlayerState where we can
Spectating works again
Fix player nameplate conditions
More sensible accessors for local/viewer PlayerStates
Rename CurrentPlayerPawn->PlayerPawn, use rather than casting Pawn in a bunch of places (so we actually get what we're expecting)
Network client respawn event properly
Use PlayerState.Local.PlayerPawn directly
Fix not depossessing current pawn
Simplify pawn stuff a bit
Can now freely destroy/respawn player pawns
Tidy PlayerState a bit, streamline flow for spawning/possession
Don't enter spectate when respawning, do immediate spawns for joiners where we can
Add PlayerState.IsConnected
Fix non-host players sometimes spawning in incorrect locations
Fix error when no PlayerState.Viewer
Don't send team chat messages to bot connections
Add PlayerState.IsConnected
Fix non-host players sometimes spawning in incorrect locations
Fix error when no PlayerState.Viewer
Don't send team chat messages to bot connections
Disable self dismounting when handcuffed
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Subtract the other two merges from Bikes from today
Hinge joint calculates and saves local frames if they haven't been set, fixes snapshot stomping local frames making them go out of sync
Callouts are fine to have enabled, but they need to be static colliders
Updated Vintage Desk, Bookshelf and Rectangle Table FBX's and Prefabs
moved turret bracket to correct position
adding obi cloth - still need to clean out samples and other fluff
Added various editor events to ActionGraph editor
For component editor library to hook into
4k cinematic textures and materials
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Optimize friend package finds
Move about page
Subtract
99906 merge for now, bouncy motorbike bug
Remove isteamapplist.h from vpc
merge from hood_and_cuffs
merge from save252 - Staging wipe
merge from fix_oil_rig_top_placement
prisonerhood basic crafting pass
handcuffs no longer unlocked during tutorial
basic crafting pass
Updated the ClientServerFieldFinder to check for fields when in None compiler mode
Fixed all client/server/none field mismatches except for the travelling vendor fields
Should fix long monument imports when switching between compiler modes
Update to steam sdk 1.60
Make game focus when playing in editor consistent, instead of having to click on it sometimes
Check physics joint is valid before accessing these
Push scene scope when setting up camera, fixes sbox-issues/issues/5730
Merge from tutorial_speakwith
Added debug.printMissionSpeakInfo to print out more info when the player is attempting to complete a mission objective where they have to speak to an NPC, trying to track down an elusive tutorial soft lock
Don't roll the eye cam with the bike, keep it level
Sprint mode refactor:
- Removed sprint progress bar UI
- Motorbikes can no longer 'sprint'
- Bicycle sprint works as before
- Fixed Shift not working in the air
Improve damage triggers, and fix hitting players with bikes causing too much damage
Add target velocity motor mode for hinge joints, multiply max torque by body2 mass (should we?)
Set up bike hurt triggers
Add physics.treecollision convar to enable/disable collision betwen players/vehicles and trees
Merge from auto_turret_demo_fix
Fix NRE when scrubbing through demos with an Auto Turret
New Bike.doPlayerDamage convar disabled player damage/death from bike crashes
Adjust bike passenger eye pos