244,508 Commits over 3,898 Days - 2.61cph!
Refactor damage to pass around a damage event, only deconstruct into params over the network then reconstruct after (got plans for this)
Add rib select to edge selection
Fixed bots not receiving spawn confirmation
New player marker style, shows weapons, HP, is smaller
Fix unity hook not working by moving it from GameSetup -> Bootstrap
Start splitting up half edge code to make it easier to maintain
Make C# hotspot editor a editor app, delete native version
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
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Add recoil pattern stuff I made last year, but with less code, inline with control widget. Use serialized property instead of passing raw value around
https://files.facepunch.com/tony/1b0911b1/sbox-dev_9FO7pS311F.png
Full revamp of Scrap Transport Heli damage FX, with different damage levels better represented in the instrument panel.
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Also only show push to talk input in push to talk activate mode
VoiceComponent.PushToTalkInput mark with InputAction attribute
dumpster dev meshes update and addition
Fix physics not using the correct per triangle (cell) surface for terrain https://files.facepunch.com/layla/1b0811b1/sbox-dev_KC7RvG3czd.mp4
Use solver hit normal when casting against heightfields, fixes player movement snagging on terrain
Move spread to the player, added DebugText
Unscrew default player movement
Ensure 4 surfaces are always set on terrain collision shape
Make sure GetTriangleMaterial doesn't index outside of materials array
Calculate dominant control map indices to use for per triangle surface indices
Update terrain scene, add bullshit testing surfaces to terrain materials
Set terrain collision surfaces to storage material surfaces
Allow shape surfaces to include null surfaces
Acceleration / max acceleration can be tweaked globally
Add scoutzknivez map (wip)
Don't have decoys show up if they were thrown by a friendly
Decoy grenades mimic an enemy on the minimap
Move gravity into global, add BunnyHopping, EnableFallDamage
Don't hardcode for Attack1 for the lock, use configured input actions
Add planting bomb radio
Team chat will pass through map location
Adjust AttackingWhileDeployed logic to clear properly when switching a weapon while in the lock
Fixed jump not being IsLocallyControlled checked
Don't think we need this anymore, fixes NRE when trying to fullscreen game/scene viewports
Don't box select while trying to use orbit camera controls
Hitbox damage multiplier can be modified per-hitbox, expose this and armor reduction to global
Fixed ability to create an infinite destroy loop in QObject
ToolWindowManager: don't delete a window if we're removing it as a result of it being deleted
Add TypeLibrary.Create<T> that accepts args
Add GizmoInstance.Clear
Add DockManager.RaiseDock( Widget )
Move ShowCloseDialog to SceneEditorSession (it makes no sense on GameEditorSession)
EditorMainWindow exists during startup, but made visible after startup
Add Scene.Editor.FrameTo (replaces hacky "scene.frame" event) that doesn't work with multiple active scene sessions)
Make SceneEditorSession.Tick a member
Make SceneEditorSession .UpdateEditorTitle non static
Create a SceneDock for each open scene
Give playing scene tab a proper name
Add SceneEditorSession.BringToFront()
Don't try to save tool widget windows that have no name
Hide GameEditorSession + PrefabEditorSession , (its confusing people), refactor, document
Clean SceneViewWidget a bit
Use a different icon for prefab scenes
map wip speculative theme pass
Made scrap transport lighting not be so performance heavy.
Scrap transport instrument panel lighting tweaks. More gauge focused.
Rotor wash final distance and visual iteration.
v_usp: various changes, see commit comment
• same state machine logic improvements recently made to v_mp5
• sprint now has additive in/out transitions
• moved holster animation earlier in the chain of modules so it can get affected by movement & aim additives
• removed obsolete explicit references to the MP5 sources that were made before shared animations were standardised
Revamped CH47 lighting.
CH47 interior lighting no longer performance hogs everybody within network range.
FlaslightFlare_HDRSphere material fix. (Seemed to not render anymore.)
Small RotorWash variant.
Updated ground effects on all remaining helis.
Spring cleaning folder structure
Remove a bunch of unused assets
Organize player code
Globals
Include "reserved" in serverinfo to see how many reserved slots are active
Add `print_reserved_slots` to see how much time each reserved slot has left
Define max hp, max armor in code, fix some compiler warnings
more grass pieces, blend file, wall collection prefab, alleyslope progress
When losing helmet, helmet gets detached off the player
Actually apply the fix for division by 0 :pensive: