244,582 Commits over 3,898 Days - 2.61cph!
Fixed footsteps sounding weird
Add chat from ui stash branch - hopefully this doesn't fuck anything else up
Initial theming
Basic vitals (armor not hooked up yet)
sexy hud
Chat
Extremely basic avatar displays for connected players
Updated Pushcart Materials and LOD Distance
New TerrainMaterial & TerrainStorage resources, rework creation of terrain, component custom editor, simple height blends and various QOL improvements
New TerrainMaterial asset, can be used on multiple terrains, copied from other projects
* Replaces TerrainData.TerrainLayer which used manual packed vtex files
* Accepts source images for: albedo, normal, rough, ao, height
* Compiles into 2 generated vtex_c
* Contains other properties for metalness, uv scale, uv rotation
* AssetPreview is used for editor UX too, instead of hacky shit before
* TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo
* Drag drop TerrainMaterial assets into Terrain component
* Open for expansion to grass/clutter properties
TerrainStorage
* Replaces TerrainData & TerrainDataFile
* Make use of IJsonConvert to avoid all the crazy crap I was doing before
* Drag drop TerrainStorage asset into scene
* JsonUpgrader for TerrainData -> TerrainStorage, resmaples ^2+1 heightmaps to just ^2
Terrain component editor:
* Support creating or linking TerrainStorage if none is attached
* Split settings into its own tab
* Add heightmap resampling for non pow2 heightmaps
* Add import splatmap
* Terrain creation no longer forced through GameObject menu, remove Hide attribute from Terrain component.
* Remove special terrain save logic from SceneEditorSession, use scene.saved editor event
* Texture streaming works properly
* Basic height blend
* Disable specular on terrain
Add playerinfo hud showing HP
Applied new lighting & FX.
fixed garbage color values on decals
Fixed cinematicentity.demohideobjects not working properly on CLIENT only
Updated Pushcart Material To Use New Mask Map
Some reorganizing of game rules
Added basic fly mode for louie
New TerrainMaterial & TerrainStorage assets, improve terrain creation, no more manual vtex layers
New TerrainMaterial asset, can be used on multiple terrains, copied from other projects
* Replaces TerrainData.TerrainLayer which used manual packed vtex files
* Accepts source images for: albedo, normal, rough, ao, height
* Compiles into 2 generated vtex_c
* Contains other properties for metalness, uv scale, uv rotation
* AssetPreview is used for editor UX too, instead of hacky shit before
* TerrainMaterialEditor auto populates _normal _rough etc. properties from albedo
* Drag drop TerrainMaterial assets into Terrain component
* Open for expansion to grass/clutter properties
TerrainStorage
* Replaces TerrainData & TerrainDataFile
* Make use of IJsonConvert to avoid all the crazy crap I was doing before
* Drag drop TerrainStorage asset into scene
Terrain component editor:
* Support creating or linking TerrainStorage if none is attached
* split settings into its own tab, add filter properties
* Don't force Terrain creation through GameObject menu, don't hide terrain asset generation in here, don't hide the Terrain component
* Remove special terrain save logic from SceneEditorSession, use scene.saved editor event
* Disable specular on terrain
Terrain: Mark all TerrainMaterial textures as used and wanting max quality. In the future this could be smarter and not want max quality for textures used far away
Basic height blend
https://files.facepunch.com/matt/1b1711b1/sbox-dev_0JNrWPuC9N.png
JsonUpgrader for TerrainStorage: Resample ^2+1 heightmaps to just ^2, use non-nested format
Fix warning
Heightmap import resamples if non pow2 given
Recompile shader
Terrain height scale scales the normal strength
Import splatmap
New Terrain Material button
TerrainMaterial default images
Reverse Scene isEditor constructor so GameObjectSystem constructor is aware of editor scenes
Some super basic effects on C4 plant / explode
Updated Trolley and Dolly Props
Updated Trolley and Dolly Materials, Textures and Colliders
Expose lobby id to AsyncGetLobbies
Get rid of player controller mechanics
Removed some junk files not meant to be submitted
Added seismic sensor to T2 tech tree, tweaked inventory grab & drop sounds
Validate PlayerBoxCollider
Player doesn't depossess on death, fixed respawn issue
Player.RemoveWeapon()
PlantFunction for C4
Just removes when planted atm
forgot to re-add a deferred mesh decal component
prevent player hitting their own colliders
reverted shed overrides on the head shed prefab to let the nested roof prefab display the .asset baked model, insert the .asset in each LOD mesh filter.
- Horse direction is inverted when moving backwards
- Obstacle detection supports backwards movement
- Transition from walking > stopped > backwards is now slightly shorter
- Transition from backwards > stopped now takes a second instead of instantly jolting
- Holding sprint key into an obstacle while stationary will no longer deplete horse stamina
reimport for corru sheets and shed assets with corrected rotation and import settings. set physical mats , added baked vertex color asset.
Collider tweaks, more precise
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Project uses quick play launch mode, which should try to join a lobby automatically
Give the player an extra collider to handle player to player collisions
Give the player an extra collider to handle player to player collisions
Stash minimap stuff
fixed door awning position in storage warehouse building
M700 sniper rifle blockout
Remove viewmodel camera stuff
Make minimap renderer gizmo less obnoxious