249,492 Commits over 3,959 Days - 2.63cph!
Humans: improved CrouchWalk_N (and increased its speed to 85 u/s)
Leaderboard backup, run #
15461
Fix potential recast bug leading to stack smashing
We are potentially affected by recastnavigation/recastnavigation/issues/687
To address this, I basically reverted recastnavigation/recastnavigation/commit/adcd4f472e8e08bd7f1db11b39f3394dc82ef869 which seems to be the most likely culprit for the issue. Contrary to the commit message in adcd4f4 which claims that the changes made are an optimization, reverting the changes had no measurable impact on performance.
I am pushing the changes even though I am not certain they fix the issue, because the issue is only reproducible in our steam builds. In case this commit does not fix the issue, I will revert, and we need to keep digging.
bulkbag prop initial commit
+ tarp detail normal
Update of Map, quest fixes
ParticleModelRenderer.ModelEntry implicit operator
Fixed compilation
Ensure actor list is not null
Humans: add menu anims (same as Citizen)
Laser Projectiles now home on multiple targets in a line instead of circling around the first target it homes in on
Added achievements and renamed all character resources
Updated a few rooms and added another
Change the colour of melee enemy spawners in the editor
Added Sloth and Peacock enemies
Added Spider enemy and tweaked Bat enemy
Remove unused prefab
Renamed bullet prefabs
Added Unicorn Enemy and updated Kangaroo Enemy
Added Meat on Bone item and buffed Rock item
Potentially fixed an invalid state during navmesh generation
Also fixed a minor memory leak.
We don't need to include the APi here
Update to net9 + cleanup
Limit swarm enemies at once during boss fight
Add MinimumFloor to PrefabDrop if IsEnemy
Renamed all enemy prefabs to their emoji names
Balanced some spawner MinimumFloor values
Humans: added Run_S & Run_W
Updated flashbang for new scripts.
Explosive ammo WIP.
BulletGeneratorAimer shoot randomly when not in range
Visual tweaks, fix ground colour discontinuity
Some more visual tweaks
Fix ValueNoise shader function not being smooth
Before: https://files.facepunch.com/ziks/2024-11-16/sbox-dev_KoXuUh9TIr.png
After: https://files.facepunch.com/ziks/2024-11-16/sbox-dev_FtB7jYPzCf.png
Some extra null checking in DeleteSceneObject
Save and restore current sequence so it can be set in editor
It's a bad idea to use serialize abstract sequence accessor
Update ProfileImage.razor.scss
Fix NRE in PackageTagFilter
Fix NRE in AssetPicker
Warn not error when fail to get player stats
Cancel loading if package fails to download
Fix bootstrap exception when trying to show compile errors
Fix NRE when loading a font, if font loading failed
Fix NRE in GameObjectNode.Drop
Log SSL errors
Leaderboard backup, run #
15437
All players send highscore not just host
Move Key and Coin count on PlayerInfo
Remove old fonts
Scale enemy health by player count
Allow player to change characters from the Game Over screen
PlayerInfo UI tweaks
Fix laser beam not damaging Boss
Add more enemies to Swarm and spawn different enemy pool during boss fight
Nerf laser gun
Fix pickup networking
Make items for other players more obvious
JumpingEnemy should use A* proper
Fix Vampire Item?
Fix LastHurtConnection NREs
Enemies now register their kills on the correct client, granting appropriate score
Enemy + Boss Health scales with Floor
Fix connected clients not clearing their client-side bullets between floors
Remove non-existent shop tiles
Boss now yields score on defeat
Spawn multiple bosses on later loops
Boss has minor death FX
Shop fixes
Reduce frog SFX
Make bat much more fair
Lower End Door Requirement
Update dungeon size scaling
Dead bodies no longer count in End Level Trigger
Add current sequence accessor to SkinnedModelRenderer https://files.facepunch.com/layla/1b1611b1/sbox-dev_Ia0QfZrbmI.mp4
Another necessary DamageTrigger check
Bunch of misc multiplayer fixes
Fixed air-kill killfeed icon being always black, it should be the attacker color if not self
Add sync'd weapon flags so aim is properly networked, works properly when spectating other players
Added spawnable ivy strand and light well static decor
Add ScoreAttribute.ShowTeamOnly, make balance only show up for teammates
Up molotov's throw power to match the HE
Lower enemy bullet volume
Minor tweaks
Game Over UI shows you what you were actually killed by
https://files.facepunch.com/CarsonKompon/2024/November/15_17-06-KlutzyBantamrooster.png
Display "none" when no items collected
More Game Over UI tweaks
Smaller first floor
Implement Score and Leaderboard
Don't get score for Swarm Enemies
Stop spawning swarm enemies after defeating boss
Main Menu cleanup
Can't change character once ready
Title name change?
Added heal sound
Fix PlayerStatEntry warning
Fix PlayerInfo NRE
Broadcast WeaponComponent sounds
Fix Helping Hand item
Fix music not playing for connected clients
Make player iframes more fair
Fix ShadowCreate NRE for late-joiners
Make enemy colliders much more fair/accurate
▊▉▋██▇█▄ █▍▇: ▍▇▊▊▋▌ `▇▍( !▇▍▄▋▄() ) ▉▄▆▅▇▍;` ▋▍ `▉▊ ( !▄█▌▍▋() || !█▆█▍▇█▆██() ) ▅▊▌▋▉▆;` ▋▊ ▌▊▌█▅▇▊█'▆ █▇▊▉▅▌ ▌▊█▅▉▄ █▊▆ ▉▋ ▍▊▄▄▇▇ ▌█▊▆▄▇ ▇▌▋▉▄▄ ▌▌▍▍▋▍ - ▄▄▅▆▉█▄▊ ▍▇█▄▇▆▄▄ ▌▅▉▊▌▇▅ ▆▌ ▉▇▉ ▇▋▌▍▍▅▍▇▆ ▊▌▆▆ █ ▇▄█▊▅▌ ▄▌ ▄▋█ ▅▅▋▍▌▇▄ ▄█▆▅██▅▆▇▋.
▌ ▅▆▆█▇▍▄▌ ▅▇█▉▉▋ ▄▉▋▍ ▆▇ ▇▆▌▅ ▋▅ ▆▉ ▍▉▍▉▆▍▌▉ (▅▋▋▋▌▍ ▆▋) ▉▌ ▋█ ▇▌▇ ▆▄▇█▌█▄ ▊▆▋ >█.▌ ▉▇▍▆▉▌▉ (▇▄▅█▉) █▄▅ ▉▌▇ ▋ ▆▄▆▊█▍ █▍ ▄▄▄ ▉▄ ▇▄ (▊▇▊▉▅▊▋▉▆)
Oops, use the local sound
Add Music so it feels more like a game
Weapon Sounds + Setup Sound Attenuation on existing sounds
Entity hurt sounds with rising tone + more weapon sound adjustments
Added Player Sounds
extra credit map block in, adjust crank collision, fix pivot on track piece
Humans: recover deleted staging files
Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
Added light_directional & some other VRAD changes
There are also changes to do with displacement lightmaps from CS:GO, supposedly should be better between brushes/displacements, but I couldn't find any differences.
New inputs to game_text and game_player_equip
SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2 for game_text
TriggerForAllPlayers and TriggerForActivatedPlayer for game_player_equip
Added skybox_swapper entity
Remove scratchpad from game builds
Also remove bloodspray concommand
Linux: Silence all compiler warnings until we fell ready to fix them because it's so many that they slow down the build
Linux: Change signature of CNavMesh::GetTriangle() to solve disambiguity issue (uint64 = unsigned long long, but uint64_t = unsigned long int)
Linux: Solve the lerp/std::lerp ambiguity with an #ifdef LINUX (math.h has using std::lerp on Linux, unfortunately)
Linux: Specify --allow-multiple-definitions to allow stubbing out the API OVRLipSync.h
Linux: Add gendbg.sh from engine/ branch and use it
Linux: Fix typedef for Clang (__sFILE FILE vs. _IO_FILE FILE)
Linux: Resolve ambiguity between std::byte and typedef byte for Clang in one specific case
Linux: Disable .cfi_sections directives entirely for x64 SystemV ABI to avoid confusing assemblers and restore the original code for all other platforms
Linux: Use the compiler flags for Clang on OSX/Android for all POSIX platforms.
Linux: Replace CUtlVector with std::vector because it was causing a crash on destruction.
Linux: Replace CSceneParticleObject* with void* using sed in 4.sh
Linux: Replace the old VPC binary with a newer one because the old one doesn't work anyways