244,609 Commits over 3,898 Days - 2.61cph!
Actually, use a prefab instead
Removed unused spent shell prefab
Refactor bullets to hold info about spent state. Eject from chamber conditionally
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Support MaterialSetup component
New FX for lantern because cozy.
Leaderboard backup, run #
11634
Rate limit leaderboard queries
Crank finger gessture. Fixes and tweaks to existing gesture assets
Start cleaning up menu bar
Gravity is now a replicated var as well
Oops, don't need Default section on the ServerVars, only the replicated ones
Code review, add defaults to the new vars
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab)
Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
Time convar changes following code review
Various lantern regression fixes.
Improved lighting from it a little bit.
Tweaked light color a tad, for greater contrast vs flame lights.
Cherrypick `hackweek_combat_playground`
Added "shhh" sounds to shushing gesture - 2 variations.
Fixed anim events missing from latest updates + tweaked temp icons.
Fixed collapse not working with skinned objects, not casting shadows
New project structure
Move most synchronized variables to HostSync - add wrapper for HoldingBomb
Only the host can call Respawn
Show respawn effect at the correct position when respawning
Start adding Bomb placement logic with networking
Update some obsoletes
Better collision logic for Player vs Bomb (I think )
Add SolidBlock component. Update all border blocks to have solid tag. Add ParticleSimulator
Make sure player stays on ground (until find a better way to do conditional collision with bomb per player)
IResettable -> IRestartable. Implement OnRestart for Bombs. Bombs can hit players
Add player death logic. Start trying to implement death ragdolls
OpenXR handle management tweaks (need to work on this a bit)
Treat handles as pointers
move unstuck.TestAndFix() back to where it was
I moved this to see if it helped the sticking problem and thought it helped, but its better where it was
Exit spawning, network tweaks
Update procedural.bones.scene
Update procedural.bones.scene
Add GameObjectFlags.ProceduralBone
Serialize GameObjectFlags, but selectively read them
SkinnedModelRenderer sets bones directly, reads back procedural bones
Make procedural bones a different color. allow toggling in inspector
Download bones on main thread
Try to avoid TransformChanged() getting called for each bone on animation
When setting bind pose, also reset the animhelper
Add SkinnedModelRenderer,ClearParameters
Fix one frame without procedurals
Obtain system ID, create session
Instance properties, destroy instance on shutdown, spin up debug messenger thru XR_EXT_debug_utils
vm sks anim tests, animator updated
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
Setup vendors own type of vending machine rather than using weapons one
Vendor now grabs reference to its own machine
Force machine on map update
Code cleanup
Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
pooltable asset, textures and materials and balls
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
Material tweaks
Player / key / exit / treasure / enemy spawn points