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Splitting up the wounded states into separate methods
Allow for forced death after wounded timeout
Continuing setup for the two levels of wounding, crawling and incapacitated
misc balance
Merge branch 'master' of SpaceUsurperUnity
A couple more workshop script compilation fixes
Legacy workshop stage scripts should now bake
Update README.md
Fixed line 7 "to attach" repeating twice.
Merge pull request #1 from Coocla33/patch-1
Update README.md
Hotload: Failing test for Facepunch/sbox-issues#345
Hotload: Fixed redundant GC.SuppressFinalize calls
Hotload: Better handling for multicast delegates
Update Unity client to confirm things still work
Fix one of the CSceneObject::SetTransform functions stripping off scale
Try moving wood flecks texture to core
Recompile impact.wood.fibers to see if that fixes it
Mark more stuff as NetSerialized
Kill JSON
Swap out the TCP server for a WebSocket server
Add simple vertex color shader
Support serializing byte[], ImmutableList, and ImmutableDictionary
Some bug fixes
Codegen loads the project with MSBuild so it has proper type info
Add support for List<T> serialization
Fixed overridden properties having wrong type while baking
Fixed possible exception when opening workshop management menu
Make sure generated code is C# 7.0 compatible
Fixed C# generated for workshop levels missing methods
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Refactor to support deserialize instantiating using a constructor
Support Nullable<T>
Ragdoll force on physics impact damage
Add WithPosition and WithForce to DamageInfo
Set damage force on physics impacts so ragdolls can use it
player bullet repel tweaks
increment progression
Merge branch 'master' of SpaceUsurperUnity
spawn blink for nightmare xulgon pattern
Flashlight can be used as melee weapon with secondary attack
Update flashlight animgraph
Merge branch 'master' of sbox
updating WIP construct, split prefab, adding mats
Merge branch 'master' of sbox
Scss support for @import
Merge branch 'master' of sbox
Refactoring a ton of stuff to work with s&box
* Got rid of unsafe code in compression utils
* Replaced Guid use with a custom Uuid class because using Guids required Unsafe
* WIP refactoring network serialization to use a codegen'd binary serializer instead of JSON because System.Text.Json can't do inheritance
AnimGraph: Start renaming newly added params/motors/tags when added
Populate campaign menu synchronously, but generate stage icons async
CampaignData changes to support categories
Added a fog_bounds entity that can be placed as a brush in the map to define the FoW bounds
Add ModelBuilder API
Setting mesh buffers also sets the ranges to max element count
Variable parsing
Stylesheets can use variables
Throw if stylesheet tries to use variable but no variables
Stylesheets can inherit variables from previously loaded stylesheets
Renamed b_hit to hit
Lerp the duck
Procedural hit reactions node changes
Animgraph updates
Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
Can now pass a BulletQueryData to AffectTouchingBullets
Changed BulletPattern.IntVar type
Log an error if an ECS ParentBullet of a pattern is accessed in scripts
Turn Bumper update into a job, boilerplate for similar optimisations
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