257,696 Commits over 4,049 Days - 2.65cph!
Don't show make owner on self if we're the owner
More scrolling on store page
Can preview unowned items in avatar editor
Penguin: Don't undefine lerp on expressioncalculator, we should see where it's using namespace std to get std::lerp wrongly, make it ifdef linux if all else fails
Readd inline source compilation to renderdevicevulkan, do conversion to wchar directly
Fix Height getting reset by UpdateMovementBobbing()
Added Kangaroo Melee Enemy
Fix achievements link
Fix Invite To Party showing on friends who are in the, add transfer owner option
Rebuild player image when party owner state changes
Fix all enemies being set to Swarm Enemies
Add teleport console command
finally got deployable easels to work
will need refinement and looking over
Swap out comically illegible room code font
Tweak styling of podium screens
Spotlight on sound when a player joins
Trigger crowd laughter if everyone gets it wrong
Fix razor exception
Make pass the bomb limited by no. of resets not questions
Lets laugh at the loser when a bomb goes off in their face
Support recentering world at runtime
Not totally seamless atm, lighting changes a little
Fix updating physics transform
Add DoesContactDamage check instead of disabling the collider since we need collisions otherwise
Forgot to make the spawn chance not 1000
Added Bat and JumpingEnemy class
Implemented towing back on new horses
Removed unused core models
Relocate the human model to the citizen addon
Added Swarm Timer and Timer UI
Enemies start spawning everywhere after swarm timer
Added `set_game_time` command
Swarm Enemies don't drop coins
Projectiles spawned by swarm enemies can travel between rooms
FX offset fixes.
Ember iteration for more punch.
handling ground destruction properly
Implement the packed attribute:
- Should we send this sync var itself or with all other sync vars
- This allows the user to weigh up header cost of sending the sync var alone vs along with all other sync vars
- Only sends this specific var if its dirty, whereas packed sync vars are all resend even if only one is dirty
Landmines now have a 15% chance to explode on being disarmed.
This was always the intended gameplay behaviour but turns out there was a bug that prevented it from exploding. Instead, it previously bugged out and did nothing, allowing the triggering player to walk off
restricting placement to constructions
Don't send player state until world is loaded
Reduce spawn area radius
so it doesn't take a day to walk to the origin
Offset world by spawn position
Fixes floating point precision issues
Added Doors to End Rooms that require you to discover 50% of the dungeon before leaving
Fixed impact surface normal orientation.
updated crafting ingredients
Unique explosion for HV rockets vs regular.
HV rocket engines burn richer/darker smoke than regulars.
Display player count in loadout menu
Rename Gold Key and weigh the Shop Item Chances
Chest is now an interactable instead of just walking into it
Fix bobbing threshold/snapping
Show game controls for first few seconds
Adjust shop price
Updated most item sprites
Added Helping Hand item which grants the player an additional weapon
https://files.facepunch.com/CarsonKompon/2024/November/15_08-37-LemonchiffonShrimp.mp4
Update vampire item
Add Resource.HasUnsavedChanges, Resource.StateHasChanged()
Add Asset.HasSourceFile, Asset.HasCompiledFile
Asset inspector's save option doesn't show if cloud or compiled, save option uses HasUnsavedChanges
Proper icons for USP-S and Bayonet
Spawn at a random position based on SteamID
Refinery's too small to even need global fog
fix realmed remove on sculpture
Use legacy tonemapper for now
Clean up GameResource loading
* Always expect to load from a compiled version
* Single function to load from data instead of separate data + json
* Make LastSavedHash private
Reload/import GameResource assets after project is fully loaded in editor
Don't update "LastSavedSourceHash" if not in editor
Don't reload asset on saving, causes double load - because we'll load after compile
Make GameResource.Serialize() public, add OnJsonSerialize
Make GameResource.Deserialize public
added ice sculpture wip icon
- saving IconRender scene as it needs some setup for icon rendering
Finale: Support case where nobody wins (sad), players time out
Update/fix column visuals
Move rounds to component-based system
Single game plays thru multiple rounds in order
Properly reset players when doing a quick restart
Fix winner confetti showing up outside of end screen
Basic round intros, tidy scene
Clapping sfx on round intro
Show round tutorial hints on intro screens
Raise intro cam location
Save out C4 so we have its metadata
Attempt at ensuring RoundStateTeam avatars change when they should
deployable paintable easel
model and prefab progress
currently not working
Don't create tracer if the effect distance is low
Don't play zoom sound if ending zoom on drop when we're not zooming at all