250,302 Commits over 3,959 Days - 2.63cph!
Ensure ItemModConsumeContents also calls onItemAddedRemove
Bit more organization, create lib
Punchable no longer scales collider, only visual
Drinking from a vessel now calls onItemAddedRemoved
Can punch Punchables, added some punchable benches to the scene
Folder structure cleaned up, reorganized
Create test bench prefab (as a punchable)
Start on Punch Ability. Renamed player prefab to prevent conflicts
Created GameManager prefab
Add utility to blur out the menu system's background, per-page
Bugfix: don't invalidate ItemModContainer's availableSlots
- Also restricted access to availableItems to prevent future accidents and make it easier to reason about list's lifetime.
This is my bug - Pooling resets available slots on ItemContainer, so if they're shared by ref - original source gets nuked.
Tests: got ak47 with ext mag, dropped it, it despawned, spawned new one, tried to put rock into gear slots - it got rejected
More coin stuff and basic ui
Improve settings entry UI
Add settings button to pause screen now that it's not on every single page
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
Fix Camera staying zoomed when walking away from a wall
Made the Camera a bit more smooth and less jittery
Split into different 1st and 3rd prefabs because reasons.
Movement improvements/fixes
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg:
ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
incendiary grenade model and textures
Remove weird ass Visual Studio Code formatting
Can no longer splash players with radioactive water who are in safe zones
Vehicle fuel tank now supports radioactive water
world_update_2 -> radioactive_water
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
Remove libstates
Add libstates as a submodule
Update libstates
Use GameObject.Clone instead of GetPrefabScene
Fix #16 for NetworkSpawned objects
Leaving note about pLayer->OverrideFrustum
Fix stylesheet multiple watchers, add test assuring that updating stylesheet removes older styles
Fix not removing shadows when resetting styles
This optimization is bullshjit
IsDefault doesn't need ToLower
Radiation dart initial placeholder prefabs
Fix compile errors on sbox_content project
Merge from river-ocean-transition
Merge from map_slope_shading
merge from fix_god_fallbleed
merge from fix_locker_durability
merge from fix_chinookcrate_buildradius
More work on jungle ziggurat scene.
Leaderboard backup, run #
13972
Increase bounds padding on elevator lift
Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
Merge from world_update_2
Halve the HLOD distance of both harbors
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