249,809 Commits over 3,959 Days - 2.63cph!
merge from BurstClothTestBed
undoing some unintentional changes from merges
Simplification: avoid double hash calculation when pushing new elements into the Pool in editor
merge from zipline_improvements
Fix parenting issues
Don't allow throwing melee weapons while a shield is equipped
Controlling recorder window from code test.
Creating target gameobject test.
merge from audio_import_music_clips
Leaderboard backup, run #
12511
Put linear cast callback on the query shape, this makes more sense
Initial implementation work
Created placeholder item and entity
Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
Convert BiomeVisuals -> BiomeVisuals again, minus the moss prefabs
Fix renderer being added to root of BiomeVisuals2 when it's not in the default position
Added Destructable class and prefab. Drops coins for now but update to drop prefabs later
https://files.facepunch.com/CarsonKompon/2024/July/17_00-40-MindlessCormorant.mp4
Removed unnecessary sidecar bike params
Fixed motorbike ragdoll force not being correctly clamped
Better coin spawning, added coin count to HUD
Prevent player x player collisions
Update Sprite Tools
Update SpriteTools (again)
Add Pixel Fonts
Basic HUD, also added Player Nametags
Display proper image on PlayerInfo, update BuildHash to include Health
Imported more CC0 artwork
Creates Sprite Resources for a bunch of pickups and other objects
Updated Sprite Tools
Added Coin Prefab, changes sprite based value.
Update Sprite Tools
Enemies drop coins on death
Never network shadows, each client should be handling them on their own
Added Height value to Entity. Give coins upward velocity when spawned, bouncing off the ground
https://files.facepunch.com/CarsonKompon/2024/July/16_23-46-NiftyDassierat.mp4
Added SFX to coins
Make sure linear cast callback is set for updated mesh shapes!!
Merge HelicopterParticleFix -> main
Fix sprites not initializing since SceneObject didn't exist before setter was set
Minor SpriteComponent Optimizations. SpriteComponent also updates properly when Sprite is changed after being initially set.
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
More eager cancelling for cached server browser ping query
Cache textures for TextureAtlas.GetTextureFromFrame
Fix IpList queries not cancelling when disposed
bandage, fix relic ui
king
police
ogre
Make CurrentTexture public on SpriteComponent.
Entity z-order based on y position. Updated collisions so things dont go behind
Directory + asset changes
Fix Flash on hit for networked clients
Networked clients can see player flip
Added Shadows to Entities
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
Reduced pitch stab factor slightly
Was a little bit extreme. Made it 33% faster instead of 50%
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
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Adjust position of industrial adaptor and lock slots slightly to better fit the model
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