249,825 Commits over 3,959 Days - 2.63cph!
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
Add Additive and FogStrength to LineRenderer https://files.facepunch.com/layla/1b0811b1/sbox-dev_VnTl4GS71x.mp4
OnClothingChanged is now called if a wearable item's contents changes.
ItemContainer.ContentsHash now includes sub contents.
Client & server both update proteciton values when armor inserts are applied.
Final prefab & related files.
Func Rotation
Func Linear Mover
Trigger Push
Added jungle ClimateParameters
exported vm minicrossbow idle strings drawn back anim
Lets use a light for the rpg laser pointer
Add TemporaryEffect.CreateOrphans
Sex up the rpg projectile
Allow `.` and `-` in command names
HandGrenadeWeapon: use SwitchAway
Remove unused reloadTask from BaseCarryable
Fix NRE when bot task tries to respawn after ending game/exiting play mode
Use IsOwner checks instead of IsProxy in `PlayerCameraEffects` so bot players don't affect the local player's camera
Tweak gauss tracer, aimcone, give weapon icon
Added jungle biome to terrain backend and shaders
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
Uncomment now-working armour pickup code
Add Armour - when taking damage, take from armour first
ChargeStation supports armour, add armour charge station prefab
Fix dodgy masks on idle state
Add GameConfig
Add BaseCarryable.SwitchAway()
Satchel fixup
- Setup mask on string layer states
- Adjust some rotation angles
Gauss: fix NRE if we shoot in a direction where a trace never hits
Mp5: reduce punch/shake
Fix exception when changing weapons
Add basic bots can be spawned via `bot_add <count>`
Changed LegsAnimator execution order to be executed right before Client, fixes the eye pos mismatch
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Fix SceneNetworkSystem.Library not being set
Tripmine placing cleanup
Fix tripmine damaging you whetever you stand
Broadcast tripmine explosion
Fix tripmine not activating if its laser didn't hit anything, clean up
Fix tripmine being triggered on spawn
Reverse mouse wheel inventory direction
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Bespoke crosshair for Rpg
Managed compiler also includes currently unrecognized asset paths as references, so they can be populated later
Fixes incomplete dependencies list for resources, uploader missing required cloud assets, etc.
Show still unrecognized asset paths in reference/asset list without errors
Run by default, shift is walk
Add PlayerController.RunByDefault , PlayerController.AltMoveButton
added updated AO. Adjusted materials and removed disable shadow component from prefabs
Tweak tripmine laser, colors
Add Capsule and Line to TypeLibrary
FuncDoor Open away from player bool
RpgWeapon -> BaseWeapon, doesn't use ShootEffects
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