250,746 Commits over 3,959 Days - 2.64cph!
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4
Fix prop trying to access gameobject of destroyed component when breaking into components
USP + SD fire rate increase
added money burst fx
https://files.facepunch.com/jason/1b1611b1/sbox-dev_4eKmd7ZWkP.mp4
Attach money trail prefab to world cash bag
added money particles
https://files.facepunch.com/jason/1b1611b1/sbox-dev_7gTafzrWDd.mp4
Fix pinch gesture not disabling follow player
Add in the map grid based on the shader from the game (hopefully fixes the grid not matching the game soemtimes too?)
kickstand tweak, removed unused sidecar model placeholder
Unlimited money in cash grab
Add a bunch of cash grab points and extracts
The last cash point can't be the next cash point
Add gizmos for cash points & extracts
Add screen overlay when spawn protection is active
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
Fix it properly
Add hud marker for extracts
Cash point shows a hud marker if the cash is spawning soon
Fix NRE when shooting at the sky
Add support for input hints on marker objects, expose LookOpacity
Refactor markers a bit, support icons on any marker, remove MarkerFrame, remove CashBagMarkerPanel, GrenadeMarkerPanel,
Animgraph: Fix aim matrix pitch not calculating correct weights
Animgraph: Add support for face direction parameters in mover node
Animgraph: Add support for turn to face parameters in turn helper node
Teleport keyframed colliders when interpolation is cleared https://files.facepunch.com/layla/1b1611b1/sbox-dev_A3vzpv1ell.mp4
Unlink component game object at the end of destroy so component IsValid is false after destroying it
Fix skinned renderer not bone merging children if it's bone merged itself
Re-implement ballistics penetration, we have thickness per-object hit, and proper exit points
https://files.facepunch.com/tony/1b1511b1/sbox-dev_SF6yRUOMH6.jpg
Super cruddy basic DebugOverlay
Controller rumble settings
Restore my lost scene hierarchy changes for the third time
WIP test map
Not ready to play yet.
Merge branch 'main' of sbox-hc1
Prop.CreateGibs returns the list of gibs
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
Drop object create and grid snap in one place instead of everywhere
Add ParticleSystem.Bounds to get static bounds of the resource
Add ParticleSystem.LoadAsync
Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
Cubemap fog just takes material from current skybox
https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
map updates - figuring out catwalk
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
Define win state for cash grab
Add EquipmentDropper.Categories so we can define which slots drop on death
Transition to picked up state when someone picks up the cash
Add CashPointTracker.Cleanup
Add CleanUpCashPoint rule
Add CashPointBagExtractedEvent, ListenForExtract, we have a working flow now
Don't shrink scores in team display
Can define dropped collider size for weapons
Added cash bag marker
Some work on marker system to handle lifetime better
relic salad
relic wristwatch
font changes, button sfx
medic helmet, vampire
maracas
fix timer death bug
Dispatch equipment drop/pickup events, change state copy behavior to grab from components on the weapon instead of expected components on the new weapon
Track who's holding the cash bag
Create a CashBag component on the dropped cash bag, so we can make markers for it
Fixed drone model orientation
de_g: More scene hierarchy changes
Rotate minimap icons based off player's yaw, or 0 if we're in full mode
Fixes, better state management for cash point
Expose ExtractionPoint Trigger
Add cash grab components
scene updates
added text in-map for callouts
de_g: Clean up scene hierarchy
More work on cash grab, tracker, cash point, extraction point, game state rules
Create GameModeObject, for disabling game objects that we don't want for specific gamemodes
de_g: Group up defuse related components in one gameobject, disable them if we're not playing defuse. Including all the bomb site marker decals
Add TeamScoring.ScoreFormat, to allow gamemodes to define scoring format
Add currency scoring format to Cash Grab