250,056 Commits over 3,959 Days - 2.63cph!
Remove unused reloadTask from BaseCarryable
Fix NRE when bot task tries to respawn after ending game/exiting play mode
Use IsOwner checks instead of IsProxy in `PlayerCameraEffects` so bot players don't affect the local player's camera
Tweak gauss tracer, aimcone, give weapon icon
Added jungle biome to terrain backend and shaders
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
Uncomment now-working armour pickup code
Add Armour - when taking damage, take from armour first
ChargeStation supports armour, add armour charge station prefab
Fix dodgy masks on idle state
Add GameConfig
Add BaseCarryable.SwitchAway()
Satchel fixup
- Setup mask on string layer states
- Adjust some rotation angles
Gauss: fix NRE if we shoot in a direction where a trace never hits
Mp5: reduce punch/shake
Fix exception when changing weapons
Add basic bots can be spawned via `bot_add <count>`
Changed LegsAnimator execution order to be executed right before Client, fixes the eye pos mismatch
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Fix SceneNetworkSystem.Library not being set
Tripmine placing cleanup
Fix tripmine damaging you whetever you stand
Broadcast tripmine explosion
Fix tripmine not activating if its laser didn't hit anything, clean up
Fix tripmine being triggered on spawn
Reverse mouse wheel inventory direction
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Bespoke crosshair for Rpg
Managed compiler also includes currently unrecognized asset paths as references, so they can be populated later
Fixes incomplete dependencies list for resources, uploader missing required cloud assets, etc.
Show still unrecognized asset paths in reference/asset list without errors
Run by default, shift is walk
Add PlayerController.RunByDefault , PlayerController.AltMoveButton
added updated AO. Adjusted materials and removed disable shadow component from prefabs
Tweak tripmine laser, colors
Add Capsule and Line to TypeLibrary
FuncDoor Open away from player bool
RpgWeapon -> BaseWeapon, doesn't use ShootEffects
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Death notices - validate player, could've been killed and removed
Add RPG, has unguided and guided modes
Gauss: add ricochet to last trace
Moved rpg pointer glow texture into project
Update RPG icon
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
Fix typo causing var property to not be hidden
Add ConVar flags
Remove dead code
Route console commands from engine to managed
No need to register convars with engine, we are the owner now
Strip command buffer running, aliasing
Store native console commands, everything works again
Native console command help etc
print variable value when no arguments
Move "find" to c#, add ConvarFlags.Hidden
Autocomplete is all c#
Remove IConfigurationSystem
Remove CommandTarget_t, InputCommandSource_t
Don't need these hacks to create SceneNetworkSystem anymore
Remove more unused convar code
Replicated convars stringtable
Capture native convars more reliably, without having to query
Userdata convars
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
Remove FCVAR_DEVELOPMENTONLY
Remove FCVAR_GAMEDLL
Remove CCommandBuffer
Remove FCVAR_RELEASE
WrapepdPropertySet provides a Getter, to get the current value
Include all attributes with wrapped properties, no just the codegen attributes
ConvarSystem.SetValue always takes a string value instead of object
Only set native convar if value is different
Move sv_cheats to game code, so it gets codegen
Always register sbox.game assembly with convar system
Only set managed convar value if value changed
Placeholder to return replicated values for convar
Call ConVarSystem.OnConVarChanged when managed convar changes
Native convars call OnConVarChanged
Rename ConvarFlags to ConVarFlags
Remove dead code
Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
Fix CodeGen attribute blunder
Fix unit tests getting the wrong envrionment var (not sure what changed)
Rename ConVar to ConVarAttribute, ConCmdAttribute
Convar changed event
Update replicated convar string table entry when it changes, if we're the host
Clients use replicated vars table instead of accessing the value from the convar
Update Facepunch.ActionGraphs to 1.8.56
* Fix ignoring _type property of method nodes with target input
* More robust method binding for generic types
More robust method binding for generic types
Merge from train_tunnel_altitude_2
Fixed terrain around train tunnel above / below ground connection
More robust method binding for generic types
Convar changed event
Update replicated convar string table entry when it changes, if we're the host
Clients use replicated vars table instead of accessing the value from the convar
Skin Pass for knight armour set
Increase collision on tripmine so you don't slide off them
Fix ignoring _type property of method nodes with target input
Fix ignoring _type property of method nodes with target input