252,194 Commits over 3,990 Days - 2.63cph!
Flag the most recent drop items as drops
updated vm surrender anim loop & transitions
Merge from fix_barricade_subway_entrance -> main
Tidy PlayerState a bit, streamline flow for spawning/possession
Don't enter spectate when respawning, do immediate spawns for joiners where we can
Travelling Vendor ~
- Increased Torque
- Simplified and improved pullover mechanics, as well as alignment
- Put max speed system in
- Fixed issues with large colliders pushing or pulling small bikes nearby and stopping dismounts
- FIxed issues with TargetDetection trigger not being on the correct layer. Causing issues with trains and not picking up targets properly
- Fixed issues with handling at high speeds
- Fixed brake problems
- Vehicle push/ player push now only enabled when in movement|
- Fixed bugs stopping vendor from stopping when players are nearby
- Fixed brake lights
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
Fix checkerboard pattern since I changed some other stuff 😅
Focus camera on the opponents board when your turn
GameHud Header changes text based on state
2nd player banner now properly shows opponent info
Rename GameInput -> PlacementInput. Disable the Component when not needed.
Add code to handle "BlockBarricadePlacment" tag
Add "ConstructionErrors" class to store Translate phrases for construction errors
Fix barricades sometimes showing "Not In Terrain" instead of "Can't Place On Monument"
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Networked BugSegments now position themselves properly
Don't create more boards if more than 1 player joins the lobby.
Opponents bugs are hidden when created
Added Local Player to Player Hud
Finished basic header UI for GameHud
Remove plane from Board Prefab
Include UI assets in resource files
Update poses for Facepunch.XR submit, prevents jittery and spongey tracking
Updated Vintage Wardrobe FBX and Prefab
Fix official servers tab not loading all servers when cache is turned off
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
Init package string table before loading menu
Main menu panel has background if running in VR
Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with)
Shadow cascade blending fallback when fov is low to prevent artifacts
Add `BlockBarricadePlacement` tag to subway entrance as it's not considered a monument
basic environment blocking
First pass at method generation
Fixed logic for motion enabled and root only networking
Reapply changes from old branch
Merge branch 'master' into net-model-phys
Network body type as well
Fixed logic for motion enabled and root only networking
edited blunderbus viewmodel reload and admire anims
Fix checkerboard pattern for networked opponents.
Created a few UI sounds
Implement sounds for selecting, deselecting and placing
Resetting Bugs resets the state of Board Cells
Fix summary in hinge joint
Remove Most Recently Active (gonna do it a different way)
Make in: query more reliable it's identical to dep:
Add sort:random (pseudo)
Can now freely destroy/respawn player pawns
Add target angle motor to hinge joint https://files.facepunch.com/layla/1b2611b1/sbox-dev_QfAznFLsZh.mp4
Keep world position when parenting map collider only when not using world origin
Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects
Added scaled crocodile rig and mesh
fix for decal trims on storage warehouse.
Added Reset Bugs and Ready/Un-Ready Buttons to PlacingHud
Game starts when both players are Ready
Pick starting player on game start. Focus camera on the active player
Block all .log files
Destroy font texture IDs on frame start, not during rendering
updated 3p surrender anim loop & transitions
GameInput ignores Cells that aren't owned locally
Added GameHud panel for Playing State
Move starting amount to Bug Resource. BugInventory is now a Dictionary
Simplify pawn stuff a bit
Renamed wallpaper prefabs
Added various editor events to ActionGraph editor
For component editor library to hook into
Converted wallpaper to building block conditional models instead of entities
Save an int on the building block corresponding to the wallpaper skin and spawn conditional models based on that