249,491 Commits over 3,959 Days - 2.63cph!
Spawn Swarm Enemies during Boss Floor
Update Ogre Boss DamageTrigger
Renamed "Boss Room"s to "End Room"
Added Boss Arena which you go to after 3 floors
Added basic Bouncing Boss
Display Boss Healthbar at the top of the screen
Boss Floor is networked properly
Level End Spawns after defeating boss
Damage Modifiers/Multipliers actually work now lol
checkpoint behavior changes
Fixed broken packing attributes
Fix compass distance fade
Fix reconnecting players stuck sitting
fix issue with ragdolls getting stuck
WIP new meat models and materials
Better acceleration when towing
Limited to trot gait
+ some visual fixes and tweaks
Nearby player count in HUD
fix animation issues, separate pedals from crank arms for animation
Show players on compass, players sit down on disconnect
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