244,540 Commits over 3,898 Days - 2.61cph!
Better JumpPosition logic
Ladders can be trigger volumes
Work in progress - added Laplacian on Gaussian for edge preservation + darkness control + other small changes
Ditto
Support more binding types, wrap xr calls in OPENXR_CHECK(...)
Hide xhair while dead or we don't have a viewer
Make the minimap bigger while the scoreboard is open
FPXR returns error codes for various functions now, doesn't use builder pattern for instances
FPXR enum update
Initial XR input support
Use struct constructor instead of builder pattern for instances
Remove "reserved" enum entries
Add vjson (zpostfacto/vjson)
Load action sets, actions, and bindings from actions.json (similar to how steamvr does it)
storage building large - wip, material definitions
Clear player body's interpolation when setting ragdoll state
Clamp minimap coords, use better bbox projection for volumes
Fix bug where blood effects will spawn in a weird spot, something to do with GameTransform interpolation?
Fixed masks not being applied to outfits
Fixed potential NRE in scoped weapon
M700: Can configure zoom levels per-level, first zoom level actually zooms in
player update. 3p revolver animations edited to match viewmodel
Fix spectating players not seeing sniper scope
Fix case where you couldn't spectate the remaining player
Fixed "launching" text showing when adding a new project (and not launching it)
Always show map markers when there's no viewer
Prevent players from colliding with weapon pickups
Anarchists outfit adjustments
Add DiscardCategories, DiscardSubcategories
Genericise minimap elements, add dropped c4 marker
T Status message when the bomb needs picking back up
Redone outfit system to use ClothingContainer - means we get to keep player's preferences then apply outfits on top. Toggle helmet off/on based on if we have a helmet
Blood effect, sounds in player
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Use Sandbox.Json.options in BaseFileSystem JSON methods
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Vending machines now take random amount of entries if the entries supplied are higher than 7
adjust player post-processing
Muzzle flash movement made local
Hook in some code for headshot effects and sounds (with helmet variants)
When pressing left shift with wire tool/christmas lights in hands, only block the player belt if you have a pending wire
Gizmo.Draw.LineCapsule fix (#5600)
DataHelper for reading / writing to FileSystem.Data
Makes sure that custom converters are used, for things like GameResource references.
Fix UFItems defaults
Default item resources had been moved to resources/items/default, and
let's use them as the defaults in SetUpUnicycle in case any are null in
unicycle.dress.json
Basic vehicle code framework for the DPV as a start to work from. Uses fuel and has fuel interaction, and can throttle forward/back in a basic way
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version
S2P no longer processes any UI prefabs
v_mp5: various changes, see commit comments
• 'b_deploy' is now 'b_deploy_skip' and has the opposite behaviour
• reworked knob manager logic to work around the unfortunate fact that animgraph has a 1-tick delay on properly reading tags 😭
• reworked sprint pose manager logic so that the graph doesn't always start in an on-off pose transition
• updated idle pose to take less screen space
• fixed idle pose having a 0.1 degree rotation offset on the camera & having wrong frame count
• small improvements to reload animations
- DPV is now a deployable
- Added a basic DPV script that inherits from BaseMountable, currently does nothing
- DPV models now face Z forward
- Added DPV fuel storage entity, not yet functional
- Test map edit for DPV dev
Fixed buoyancy "save point data" not working if the points only moved, but didn't change