248,801 Commits over 3,959 Days - 2.62cph!
Use pixel font for damage numbers
Rename minimal.scene -> game.scene
Basic MainMenu with FrontPage
More front page work
Started Lobby Menu
Move GameResources into Roomlite category
Added CharacterResource
Proper Lobby Menu Basis
Lobby Menu shows current character stats and allows you to change characters
Fix minor issue
Game now starts when everyone is ready in the lobby
Hooked up the Main Menu play buttons
Update StartupScene
Associate Icon with WeaponResource, displayed in Lobby menu
Add StartingSpeed to CharacterResource
Add BulletCount to WeaponResource
Player starts with Character's starting weapon
Added Shotgun Weapon
Added shotgun sprite and some other stuff
Start with random character if testing in game scene without starting from lobby menu
Tweak HE grenade, little bit higher fuse time, bit more bouncy, emits temporary bounce sound, has rolling restitution
Fix particles no using model
Photomode
Fixed sound in scene
Update: notify that a snapshot was taken when no delay was requested
Tests: none, trivial change
Hackweek/documents (#17)
* Adds documentation section
Merge: from main
Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
Fix links
Move api changes to this
Document entity
Syncing
KeyVaultService
Add Document section, sidebar
Keep that order
Fix newlines, attachments
Fix code styles
Parse videos
Expander styles
Fix internal links
Don't show deleted
Keep track of which players are in each cell
Player clothing
Send player state updates to server
Initial commit
Add juicebox-api library
Restored hibox, protection, mounting logic and corpse
More refined screen shake
deployable targets type a and type b
type a is more human-like
type b is like a dueling tree
will need a programmer to look over stuff, again
wip: Kill sync var tick on object death
wip: Automatically sync vars should any change. Uses a polling method for now:
- Invoke poll in fixed repeat time
- Syncvar handler no longer requires default value
Code cleanup
Collision damage tweaks
Receive player name / clothing on join
Perform type checks on initial sync var generation pass
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
Update: Add chat feedback when perf snapshot is being taken
It'll warn users if they're in the middle of something important
Tests: exported in editor with no delay and default standalone delay
Switch to built-in player controller
Fix vertex memory allocation for capsule and spheres in PhysiscsShape::Triangulation
Splitted the code in client/server files
Updated naming and moved everything in the right folders
wip: working server -> client syncing
wip: Took me a day to realise there were seperate writer methods for client and server
Replaced the metal bonk effect for something more appropriate
Clean: remove unnecessary params in ProfilerExporter
Tests: none, trivial change
Update: Add commandline argument support to explicitly turn on profiler instrumentation
- Added log to explicitly confirm if it's enabled or disabled
Tests: ran in editor and server standalone with and without it being enabled
Collision damage
Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
Bugfix: avoid a rare case of dealocating main thread's Allocs storage
- Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler.
Discovered when doing additional testing in standalone (somehow editor was unaffected)
Tests: did 6 snapshots of standalone server with 6k map - no crashes
properly disposing native structures in-editor when stopping play in editor
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- ▄▋▌ ▅▋▌▌ ▍▅▉ ██▄▋▆▋▋▇▅▍ ▇▍▄▉▋▌▍▆▌▊ ▆█ ▄▆▊ ▍▉▍▊█▌ ▇▅▌ ▉▄▋▇▉▊▇
Track birds scared
Update .gitignore
Update player particles
Allow ParticleModelRenderer to choose material groups and body groups https://files.facepunch.com/layla/1b1411b1/sbox-dev_JYc5358JqI.png
merge from native_mesh_simplification
cleanup and logging procedural mesh stats with a logmeshstats convar
Add missing await in Navigation test
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
Physics tweaks, updated grounded checks
Fix potential race condition in NavMesh initialization
NavMesh: Use RealTimeSince/RealtimeUntil for delays
merge from Twitch_Rivals_24