250,533 Commits over 3,959 Days - 2.64cph!
Use different img for sprite
- Radioactive water now inflicts damage on the person carrying it.
- Fixed uncessesary send update rad checks
vm hc revolver
- added toggle gameobject settings to animator (to hide & show shells in cylinder where needed)
- added anim event to spawn shells into the world at end of reload (so they land on the floor)
Fixed GUID error when dropping an item with ItemModContainerRads
Add physics tool to manipulate physics in editor https://files.facepunch.com/layla/1b1911b1/sbox-dev_d719Yy9fe4.mp4
Bugfix: don't leak an item if creation request was invalid
Tests: none, trivial change
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Editor support for scene.run nodes
https://files.facepunch.com/ziks/2024-09-19/devenv_VvsrGGEi2v.png
https://files.facepunch.com/ziks/2024-09-19/sbox-dev_JdyfR5LSEQ.mp4
Nicer display info for interfaces, default icon for event methods
Merge from fix_barricade_launch_mounds -> main
Mark the mounds at launch site as "allow barricades" to fix barricade placement on top of them
Implement chip tag filtering
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_0quPxgWO64.mp4
Reverse recent locations & limit to 10 to match Windows Explorer functionality
Merge from fix_barricade_new_cliffs -> main
Bugfix: don't create and access a dangling Item when Pooling is enabled
- at the same time it also optimizes inventory processing by batching the update as a result of multiple equipment events.
Tests: Tested by loadinga a save that borked the inventory by spawning NPCs - passed. Also validated that in multiplayer, wearables update when the player sleeps if they got changed by a different player.
Fix wood barricades disabling magnet snapping when sprint is held
- this was only intended for high walls as you are often sprinting during combat
- allows you to easily snap together wooden barricades
add optional material override for foliage displacement strength (replacing vertex color)
Healing dart (just a test idea)
Added Filter Settings to Add Component Popup. Can hide base components. Resolves Facepunch/sbox-issues#6428
https://files.facepunch.com/CarsonKompon/2024/September/19_11-10-TransparentAmethystinepython.mp4
Merge from Frontier_HighCaliberRevolver
parented the new 1p bullet drop to something other than the gun
Prefabs marked as `ShowInMenu` will actually show in menu without having to be in `templates/gameobject/` subfolder.
If a Prefab is marked `ShowInMenu` then you can give it `DontBreakAsTemplate` so it maintains the prefab reference when created via the GameObject Menu. Resolves Facepunch/sbox-issues#6035
Fixed dropped cartridges having a mind of their own after landing on the ground.
Fixed blurriness on them too.
Recent locations button
Tweak styling, move current project to top of asset locations list
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_cY35ptbOcb.png
Show particle count like this so it doesn't show up as a prefab variable
Improved wooden barricades blocking other wooden barricades
- split into different sized deploy volume for wooden barricades specifically
- made the volume shorter and thinner
- allows the magnet effect on the edges to draw together wooden barricades on a slope without them blocking eachother as much
Fix wooden barricades being difficult to place on the new cliffs
- split deploy volumes: one for world layer and another for construction + vehicle + players
- moved and shrunk world deploy volume so it doesn't intersect with cliffs as much
merge from watervisibilitygrid_fixes
Merge from ai_wolf_iteration
Catch possible NRE
This isn't needed anymore
Add .source2/ to gitignore template
If package is on disk just use asset directly when dragging into scene
world_update_2 -> radioactive_water
merge from fix_raknet_end_sample -> main
WaterVisibilityGrid fixes
- made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway
- adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB)
- slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary
- added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
Fix missing EndSample() in Raknet.OnMessage
3rd person reloads with ammo type variants.
Added Dynamic FOV to the Camera, changing when player is running
Center on character when fully zoomed
Player has a Rigidbody so they can be pushed around now. Moving Platforms are awesome now :D
Basic Moving Platform Support
Better Moving Platform Support, allow for rotating platforms
disable serversideragdolls by default due to server stall/freeze