252,189 Commits over 3,990 Days - 2.63cph!
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Clients shouldn't be trying to set PlayerId stuff
additional profiling, a few quick wins on performance
Improved handling for CurrentEquipment being invalid
Added "Secondary Detail Layer" to standard terrain blend shader
Prevent hosts from controlling (/accidentally firing) as bots in spectate
Reticle Aiming SFX
Add bug splat particle on death
Set some prefabs to Never Network in snapshot
Damage Number Prefab + Component
Fix overlapping Reset to Default on ControlSheet with Reset Transform context menu. Add individual reset Position/Scale/Rotation on Transform context menu (Fixes Facepunch/sbox-issues#4867)
player update. 3p kayak anims updated
Update Facepunch.XR to 8d9bfbf, re-work pose submit
Save off the exact same poses we get from Facepunch.XR when syncing + only call beginframe/endframe/sync if we're rendering in VR
Use one single space for everything (stage space), move some stuff into sync()
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
Merge Travelling Vendor -> Main
Fixed wheel colliders having a slight gap with the ground
Fix not entering freecam at last view pov
Show spectate ui when in freecam
Start spectate in POV cam
initial skinned oni cloth setup for ghostsheet
small perf modifications to oni cloth and initial setup for global solver updater
Bring back deathcam, re/spawn fixes
SelectedWeapon, defaults to weapon with unlimited shots
Started Pebble Splash weapon. Can change selected weapon from hud now.
Deplete from weapon inventory on use. Can't select weapon with 0 left
Finished PebbleSplash Weapon. Each weapon has its own thrown prefab.
Remove a bunch of debug logs
Update some timings. Segments also linger for a sec before dying if they die in 1 hit
Pebbles no longer destroy each other on collision
Merge from qol_building_preview_lerp_snapping -> main
Use first SourceLocationAttribute if multiple found
Rigidbody transforms physics body position and rotation independently only if game object position and rotation has changed
Added "Mask" blend type to terrain blend layer
Removed unused TerrainLayer.cginc
Fixed compile error when using terrain parallax variants
PlayerState cleans up after a certain amount of time after disconnect
Add playerstate cleanup time game rule, default to immediate
Merged Travelling Vendor -> Main
Show disconnected players in the scoreboard distinctly
Merge Travelling Vendor -> Main
Cleanup and missing files
Travelling Vendor~
- Swapped steering over to PID controller
- Fixed wobbly wheels
- Added proper lerping to clientside wheel visuals
- Removed steering deadzone logic
- Changed wheel grip values so it can climb hills
van blockout update interior and door
added route to radhouselarge roof
Use local space for VR render poses, update Facepunch.XR to c537b77
Use local space instead of stage space for view locate & layer composition
collision and lods for radhouselarge. added radiator prop. added broken glass decal. added new roof.
Can't ready up until you've placed all bugs
Added StartingHealth to Bug Resource
Segment Healthbars. Fades in after taking damage
Added WeaponHud, only displays when your turn in Playing State
Created Weapon GameResource and starting Rock weapon
Added Icon to Weapon resource
Player WeaponInventory, WeaponHud now has WeaponButtons for each weapon in inv
Fix hotloading generated components
Added various editor events to ActionGraph editor
For component editor library to hook into
Expose a way to deserialize ActionGraphs with a cache
Add ActionGraphTargetAttribute
storage_building_large LODs, Colliders pass, prefab setup
Adjust bike physics and steering, improve jitter and bounce. Not perfect but better. Fixed eye pos not taking up/down look into account.