247,218 Commits over 3,928 Days - 2.62cph!
Quick nasty random lobby joiner util
Fixed weapon code being ran non-locally
Update: change indent_style to 4 spaces
Tests: regenerated projects and tabbed a couple times - it's spaces
Don't perform round loop spawner if we're the editor
Update: PerfFwkManager can switch scenes
- Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines)
- renamed PerfFwk.IsReady to IsDone
Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet
Use spine3 twice in spinebone list (temp solution for spineIK errors)
Docs, player HP, fixed round_loop prefab having two combat managers
better gibs and saved better icon position
Define OnPlayerSpawned - create PlayerSpawning component, which looks for an unoccupied spawn point
Remove now uneeded sound defs.
Start prep phase when enough players join
Flow into combat
Optimize by caching GJK simplexes when rasterizing obstacles
Refactor to remove duplication.
Show player count and required player count
More minor cleanups
Check allocated edict count before allocating more
this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
Show building blocked message in upgrade menu.
Event decides where player spawns
Use a scene tag to define if a scene is an arena, create prefab instead of holding stuff in each scene
Give box collider support to trigger radiation:
- Ensured modding radiation cubes work
- Applied Cube Prefabs
Fixed SceneInformation not saving SceneTags metadata
merge ice_sculpture -> main
updated ice sculpture icon
- updated render scene as it needs custom tweaking to get an icon rendered
Don't spawn the player until we hit combat phase, kill local player if we exit combat phase
Catapult projectiles cleanup
Added new ballista bolt items
ice sculpture pedestal gibs first pass
re-baked construction guide mesh
Layer exclusions when upgrading
mesh collision for ice sculpture pedestal
Base hud, fetch scene camera in-world instead of having one on the player, weapon is placed manually in PreRender
Experiment with arbitrary physics shapes as navmesh obstacles
Performance is not good, needs more optimization to be viable.
https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
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