238,095 Commits over 3,837 Days - 2.59cph!
Add Mesh.UvDensity, needs to be calculated for texture streaming
Calculate uv density for scene meshes
Hits near - but not actually touching - the balls now still move them. Makes spear-pool much easier. Something still not quite working right here though.
Pool ball physical interaction work
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded
Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
Split 3p gestures into individual fbx anims
Added player avatar mask for referencing entire bones in anim clips
Fixed unharvestable 'ghost' trees, making sure killed trees are not added back to the LODGrid
Fixed prefab ID shenanigans
Compression updates to vm anims
Recreated the pool ball entity structure. Ball 1 is now the base prefab, all others variants
Split vm crude gestures into individual fbx files.
Various anim tweaks - scaled down middle fingers a bit
Tests for a standalone LOD baker using the UnwrapBaker system
merge hackweek_combat_playground -> aux2
Better colliders so the holes aren't blocked
Visual studio automatically adding incorrect using statements
Manifest rebuild for pool table entity
Created pool table entity. Set up convex colliders so it can be used on tugboats. Set up comfort and preventbuilding zone, icon, resource cost etc. Added a rack of pool balls that come with the table.
merge from hackweek_combat_playground -> aux2
Loadouts now save ammo count of weapons
Shadergraph: Add tint color to render options https://files.facepunch.com/layla/1b1011b1/sbox-dev_ELn53pVfKS.png
Manifest build, add the pool ball entities
Merge main -> hackweek_pooltable
Restore fast manifest-only updates
Shadergraph: Add Tint node to grab the tint of the sceneobject
jackhammer new material and textures
New Crowdin translations by GitHub Action
Fix CSV parsing handing quotes
TMP_ButtonIconAnimator handles multiple SDF materials better
audio, spacing and styling tweaks
Merge from hackweek_combat_playground -> aux2
Fix bunch of CLIENT & SERVER compilation errors
sidebar styling, shrunk a few fonts & spacings
Fixed collider issues on sentrys again
Merge from hackweek_combat_playground -> aux2
Add game jam view, use Page component
Fiannly got turrets working on vendor
Add commands to add spawnpoints to the server at runtime & load different spawn points
Page Header, Button styles and Game Category buttons
merge from hackweek_combat_playground -> aux2
First rough version of player pouches
Loads of random work trying to make the interaction system less shit
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
Page Header restyling
game category styling
Fix broken reading delta protos (player ticks)
Game seems to run fine in the editor now