239,472 Commits over 3,837 Days - 2.60cph!
Bullet tracers, can't sprint and attack at same time
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map
Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager
When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest
Fixed swing bridge not marked dynamic LOD
Fixed new cranes missing metal bullet impact fx
Fixed misaligned harbor drop points
Fixed swing bridge not swinging on harbor_1
Fixed ramps on both sides of the swing bridge swinging with the bridge
S2P both harbors
Unsaved cine mat setups for minigun
Added a collider to the arm piece that grabs containers on the crane
Fix container dressing prop LODs not marked as dynamic
Further handling work. No longer need smoothSteerAngle var.
Merge from harbor_tweaks_4_cargoship
Undo acciddental bootstrap physics edit
Add sidecar bike to my test map
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
Added a more accessible harbor 2 cargo path
fixed ramp/bridge mesh overlapping when rotating
Leaderboard backup, run #
10539
Ui tweak
use Input.AnalogMove
remove logs
remove .sln
ignore + scenen
Added the component if is a special item + loop through all the upgrades
Mesh Editor: Add snap to vertex
Leaderboard backup, run #
10533
Mesh Editor: Add edit logs to face operations
Mesh Editor: Clear selection on tool disable
Mesh Editor: Add new faces to selection on DetachFaces
Mesh Editor: Add snap edge to edge https://files.facepunch.com/layla/1b2311b1/sbox-dev_47gpBlC2me-00.00.00.000-00.00.21.192.mp4
Stub out player HUD setup, only enable hud gameobject if we're the local player
Made a few things on the PlayerController use RequireComponent so there's less setup
Refactor how viewmodels are made, to work in multiplayer
Fixed compile
GameManager -> Game, removed some useless code
Removed recoil pattern system (cool experiment, not something I want to use in practice)
Use GameObject references in WeaponDataResource, instead of dumb hack from months ago
Fixed weapon instantiation bugs
Add LOD fading integration
Added SSS support - doesn't pass through to deferred stage but compiles
Leaderboard backup, run #
10515
Don't switch to object tool after creating block
Block tool saves last material used
Add PrimitiveBuilder.Material
Mesh tool selection and block tool are inspector widgets like they should have been in the first place
Clean up mesh control widget