244,331 Commits over 3,898 Days - 2.61cph!
adjust particle text size
Merge from localcoord-blend-layer
Fix player surface reference
Buff Squirt Fire
Fix wiggle bullets
Can't outrun coins when getting sucked in
Controller Support
Fix DamageTrigger logic
Update ShopItem in OnStart for connected client
Suck coins into player
Fix ItemComponent NRE
Fix silly mistake
Player no longer has friction when running against walls
Enemies no longer have friction against walls
Fix players not colliding with enemy bullets lol
Enemy projectiles are now entirely client-side so there's much less load on the host and gameplay is much more fair for each client
Shop items are greyed out if you can't afford them
Speed the player up 1.5x when not in a room with enemies
Replenish item room for number of players
Hide pre-spawned shop doors on the map, revealing once discovered
If a player disconnects, their player gets removed but state is regained when reconnecting (so they dont lose everything)
Fix ShopItem desync for connected clients
Fix item shadows
Force enable player during retake
Don't show dropped players in the list
Fix medkit not healing for connected clients
Fix recoil networking
Projectiles can't leave the room they originated in, and doors block all bullets
Prevent any movement when map is generating
Added talk_06 anim as cinematic gesture
deployable target
will need a programmer to look over stuff again
Fix CPhysicsBody::FindClosestPointOnConvexShapes not working for Spheres and Capsules
Resolves Facepunch/sbox-issues#6909
work around horrible flickering when in 2D editor view
Fix knife swing sound, amongst other fixes
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
Separate overload as not to mess with any existing game packages
Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
Keep the accumulator. Fix the issue properly.
[DONT MERGE] Cupertino: Hardcode some paths and fix trailing slashes, note that outside windows steam_api64 dll is just called steam_api
bigger jump window, flow map wip, sound tweaks, remove duplicate map from legacy season,
Revert to old fixed update logic. It appears the root issue was synchronized server time causing more fixed updates than it should due to Time.Now changing. This resolves the issue I was trying to solve initially, and also fixes Facepunch/sbox-issues#6906
chicken coup deployable test
will need looking over with an actual programmers eyes just in case
pitch music on death
adjust stages
Add rendermesh resource
Add rendermesh asset type
Allow sceneobject to be created from rendermesh
Add MeshRenderer
Add vmesh asset preview
Don't hide vmesh assets
Cupertino: Libvideo, libSkiasharp, libmpg123 binaries
Cupertino: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S )
Game boots again
unicycle sounds, menu music, ui tweaks
Rewrite to be a console app
Make flex controller names case insensitive again
Optimizations for weapon autorefresh in spawnmenu
Fix branch specific build error
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Only use networked velocity for entities that set it serverside
Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked
Make particle preview background slightly lighter (32,32,32)
Fixed more crashing issues to do with particles
Check if Interactable is valid on ShopItem (should fix NRE when entering new floors)
Added basic chatbox
Basic Voice Chat (no UI)
Initial Tiled Navmesh Generation (#1689)
Goal for this PR is too match current NavMesh functionality, but instead of generating a single large tile, generate multiple smaller tiles instead.
This fixes a couple of NavMesh issues, most of them related to nav generation for large maps.
Pathing should also improve slightly, since the NavMesh now broken up into smaller polygons. This will be particular noticeable in maps with large empty space and only a few obstacles.
The PR does not change the API and should only result in minor behavioral differences, caused by the generated NavMesh being slightly different.
https://files.facepunch.com/lolleko/1b0911b1/sbox-dev_w9mTXjsyWd.jpg
Expose "Does Restock" as Prefab Variable on Shop Item
Add Locked Door, Shop Rooms have 50% chance to be locked
Add more shop rooms
Fix item room bounds
Chest fixes + Vitals now has CanTakeDamage and IsInvincible (can take damage but no health is depleted)
Ignore self in ground trace
Prebuilding menu project halves startup time
Added Shop Item and first Shop Room
Shops actually take your money now
Turn off AO on the main menu because it looks like ass with DoF/fog
Fixed main menu guns not being shown
Balance out a bunch of audio attenuation