250,916 Commits over 3,959 Days - 2.64cph!
Fix TryGetActionGraphImplementation
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Re-implement delegates with out parameters
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players
3rd argument to NetworkIDValidated - ownerID64
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Triggered by opening doors
Updated protection values so it can take damage from fire
various material adjustments + .meta files
added tint to some tileable/trimsheet materials that didn't previously
added floor_asphalt_b + damaged blend material
https://files.facepunch.com/jason/1b2211b1/VyndgYRS1E.png
Let's remove these exceptions - let us try to call RPCs on components that don't have a networked object root, as long as a GO and Component exists on the other end with those ids, we should allow it
added corrugated_wall_b + rust blend
https://files.facepunch.com/jason/1b2211b1/firefox_HMNsTm1PXF.png
Use cloud version of the M700 now
Maps can override the player's camera, this sucks but it works for now
Initial commit
Call flush here
Don't set to connected until Activate
Undo that
Flush for source here too
Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast
By default queuedUntilState is null
Remove debug logs
Use new ByteStream( data ) instead of create w/ length then write
Optimization to remove queues when no longer required (cheers Ziks)
Optimization to remove queues when no longer required (cheers Ziks)
Use new ByteStream( data ) instead of create w/ length then write
Decay durations, starts losing health after 30 minutes, fully decayed in 4 hours (subject to change)
Not deployable on tugboats
Not deployable underwater
Tweaked the construction checks: fixes a few deployment inconsistencies with foundations
Updated & enabled the navs and beacon that were already present on it but hidden. Just to test.
Oopsies let's actually not allow old cookies to replace newer ones
Fix offset parameter in ByteStream.Write (#1626)
Optimized textures.
Removed old FP logo.
Optimized lights.
Fixed spotlight glare issue.
Speed up third person reloads
M700 sniper rifle
Model only
https://sbox.game/facepunch/v_m700
Tooltips for mysterious component inspector buttons
Fixed bayonet viewmodel rendering a shadow
Added headers to deathcam
This should fix all the player's weapons showing at the same time
Use Nullable underlying type when attempting conversion, fixes Facepunch/sbox-issues#5879
Fixed tin can alarm deployable on itself
Show Prefab Variable button before Nullable button in ControlSheet
exported wolf run hit animation test
Fix weapon traces (oops)
Simplify PlayerBody renderer code
Show players without pawns as dead in UI
Fixed wallpaper pickup always giving default skin item
Include player teams in Scoreboard.BuildHash()
Fixed right click opening the pie menu while holding wallpaper
By default queuedUntilState is null
Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast
I have a feeling this wasn't on purpose
Include player teams in RoundStateDisplay.BuildHash()
Render folder paths and filenames now use the format "ItemName/SkinName/ItemName - SkinName_xxx"
Catch possible NRE in CookieContainer
Fix wolf not taking damage
Flush for source here too