249,341 Commits over 3,959 Days - 2.62cph!
Create the page on open, instead of creating them all at once
Add [Feature] [FeatureEnabled] attributes
Fix SegmentedControl not sizing for icon inclusion
Add FeatureTabWidget
ParticleEffect uses new editor https://files.facepunch.com/9f138671-392a-4d4c-b325-cc18853447a0.png
Feature tabs remember their state
Explicit difference between identifier and title
Component tints https://files.facepunch.com/1ba817d3-528d-4444-a05a-a02e872f3fc7.png
Prevent MapInstance on clients from binning received network objects, Facepunch/sbox-issues#6669
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
flashbang and decoy updated in game resource
flashbang and decoy model implementation
pivot work on battering ram wheel
BC: separated origin adjustments between crawling and incapacitated wounded states
- stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
Added a system to show different gameobject based on whats loaded in the ballista magazine
Set up a different placeholder model for each spear ammo item
Fixed some client loading issue
battering ram shell temp preview
Update: Sneak in console cmds via command line
Need a better way in the future, but for now this should allow to control test conditions.
Tests: none (need to fix assetbundle copying first), though validated it sohuld work by reading through code
Added a power bar to show the ballista reload progress
Fixed issues when reloading with no compatible ammo in your inventory
Code cleanup
Merge from ai_wolf_iteration
Merge: from main
Tests: none
Merge: from main
Tests: none
Added Ballista item and constructable prefabs
Allow setting BindingSurface.ActionGraph
merge from main/Halloween24
Merge: from profiling_improvements
Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics.
Tests: Rode a horse on Craggy and checked profiler for changes
BC: handling null player properly in teleport check (player preview)
Merge: from main
Tests: none
Merge from ai_wolf_iteration
Fix wolf slowing down before jumping on foundation
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes
- stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender)
- exposed LastTeleportTime in BaseMovement for this
IsAssignableToExtended thread safety
Fix NRE in SceneEditorSession.Resolve when an unsaved scene/prefab session is open, Facepunch/sbox-issues#6594
Fix for several item names when rendering unapproved skins.
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- ▊▋▊█▆ ▄▆▌▆ ▉▆▊▊▇▉▍█▇▉▌ ▌▆▆▇▌▍ ▌▇▉▅▉▉▄▄ (▌▅▊ ▉▊█▊, ▉▆▊ ▇▋▉ ▊▉▋▌▅▇▇, ▅█▉)
We can expose some stuff here, so that even if people aren't using built in stuff, they can still use some of the logic
Add icons to component header context menu
Move component enabled checkbox back to left
Leaderboard backup, run #
14909
Reduce ducked height slightly
Fix NRE in CreateLobbyAsync @solwllms
Add Landing/FallDamage outputs to BodyController
Add useful CreateRagdoll to BodyController
Completely remove PlayerController
Remove "shh" sound from Shush gesture. Added asecondary "Shush Vocal" gesture which keeps the sound.
Updated gesture assets with new icons.
Merge from set-layer-tool
SceneEditorSession.Resolve null check
Added some more checks to loading startup scenes. Facepunch/sbox-issues#6594
Disable front blurs for now
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock