249,817 Commits over 3,959 Days - 2.63cph!
TerrainConfig update (copying temperate parameters to jungle)
Sorted most other issues, just left with reload
RustNative update (jungle biome baseline)
Add EnvShake component, add it to explosion and rpg projectile
Need to confirm scene load, to call OnJoined again appropriately
Update: Server-editor is able to see ticks from the player when playing a client-demo
- now also handling flag messages
- skip server demos and warn user that it's not supported for now
There are a couple things left to investigate and validate - why the kicks happening for being under terrain, whether I can restore full initialization flow
Tests: ran the same demo, was able to verify that main player is identified and it's tick history is being stepped through
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Added button to test sound component from the Inspector. Resolves Facepunch/sbox-issues#7348
Soundscape Component no longer overrides the volume of stings. Resolves Facepunch/sbox-issues#7346
Fix BaseSoundComponent not applying override values to SoundHandle properly
Leaderboard backup, run #
16721
Don't forget to initialize NetworkObjects array
Networked scene change rewrite - much cleaner approach
Menu for adding properties
Removed logs in legs animator
Comments
Added LODs for jungle floor pieces
Gauss: spin viewmodel's coil every time we consume a bit of ammo
exported updated vm minicrossbow anims
merge from primitive -> aux2
Make gauss coil parent to a separate bone so we can rotate it later
merge from primitive_gm -> primitive
Fix compile error from using statement creeping in
Removed the old old horses population (the non ridable one), was set to 0 and unused
Line renderer supports additive blending in fog https://files.facepunch.com/layla/1b0811b1/sbox-dev_CFQJAMRIhQ.png
Fixed admire mask again to ensure state is retained whilst not overriding strings
Another angle at action graph properties
Update Gauss model to use blockout
Use correct model for Rpg item
Switched population to use the new horse prefab
Ranches as well
Same treatment for deploy mask
Ensured idle animation mask includes all hand movements
- Fixed broken masks causing jaggy arrows
- Ensured additive layer behaves itself
- Stopped double start of the reload animation
Reverted MenuUI.Options prefab to
109385
Codegen, manifest
Add WithAimCone extensions
Add radius to glock, python, mp5 weapons
Converted the environment volume depth pass to use the CommandBufferManager system. Also added support for viewing the effect outside of playmode both in the game and scene views
Add optional count badges to TabWidget tabs
Asset Inspector: always show ref/usage tabs, allow flexible preview sizing
Save asset browser filters/search between sessions, resolves Facepunch/sbox-issues#7247
Reduce horse skidding sound volume
Rename map - upload wip version
Armor slots UI/interaction
Use correct network orphaning for Rpg projectile - if we host transfer, it should naturally become unguided and continue moving forward
Rpg projectile is created by the host
Make the laser pointer for the Rpg visible for other clients
Fix Rpg guided mode
Fixed player and player body positions mismatch caused by the legs IK when riding horses
Added HorseSaddle
adjusted horse physics mat
- Sorted on attack rotation angles (they had messed themselves up)
- Implemented new all strings drawn anim into idle layer
horse skidding behaviour fixes and improvements
Implemented ILocalPlayerEvent.OnTakeDamage. Pass DamageInfo instead of just amount so we can get more info from the event
Added PlayerDamageIndicators Component, flashes a red vignette when taking damage
Added directional damage indicators when hurt
(lifetime is exaggerated for video)
https://files.facepunch.com/CarsonKompon/2025/January/08_10-07-TartFruitfly.mp4
ceilingfan_b prop
adjusted metal_trim_painted_02 tint properties
Merge LinearMove and Rotation into 1 component FuncMover