250,768 Commits over 3,959 Days - 2.64cph!
Include map name in map related disconnect messages
Kick players who send impossible voice packet sizes
Added sv_signon_dos_disconnect from CS:GO
Added HealPickup class and Medkit prefab
Clean up code folder structure
Cleanup Coin and Pickup classes
Added PrefabDrop class, Boxes have chance to drop Medkits
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
Fix player spawning with 0 health
Improved Nametag. Shows healthbar above head when less than 100
Clean: Nuking SimpleList.cs
Nothing uses it anymore, and it's superseeded by BufferList.
Tests: All targets in editor built succesfully
Mess around with intro anims
Update: Replacing SimpleArray uses with BufferList. BufferList also avoids allocations when default-constructed.
There's 2 reasons for this change: they're functionally the same(with a small change for default BufferList), but BufferList offers more. Also, and the primary reason, it allows me to refer to the type at a lower assembly level (Facepunch) so that I can continue making Pool's API more strict.
Tests: checked all "targets" build in Unity, no runtime tests (well, editor runs this code outside of playmode as well, so there's that)
Updated Player Collider
Destructables no longer go through walls
Fix Shadows lerping in from a seemingly random position
Fix Coin from running certain code in editor
Fixed Coin Collisions (collision matrix w)
Fix Shadow Layering
CT_side_player updated textures
Add TeamVoiceChatFilter to bomb defusal
Fix RandomLoadoutAllocator
Make half-buy rounds more common in retakes
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Improved placing and removing
Throwables will automatically throw after cook time if action isn't down, still allow to cook for longer
Bike Cargoship Parent -> Main
Give more helpful warnings in Component.Serialize
Validate Object in Marker
Leaderboard backup, run #
12520
Add animations for bomb plant cycle, grenade throwing (not hooked into game yet)
Hook in grenade throw param
Hook up plant bomb anim control
Call MapInstance.OnCreateObject for all objects instead of just those that weren't supported. Allows users to add/remove behaviour to any loaded map object.
Clipping check doesn't apply to parent objects
Reduce cook time on all the grenades
Line of sight checks when placing down the wire
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Fix blendspace for crouch too
Re-adjust movement blendspace so there's less floor skating
Improve rifle shoot anim so we don't move the arms as much
Don't use crosshair for M700
Hot air balloon compile fix
Let's not have 5 separate particles per fire node
CreateTile function + drag place
Leaderboard backup, run #
12517
Update content of existing labels even if content is empty, fixes Facepunch/sbox-issues#5656
subtracting
101159 - sinceLastBlast compile
Rotation
flip sort of not really
Remove old tiles
Grid
Removed PlayerOutfitter, IOutfitter
Log PlayerState component ID instead of GameObject ID
So we can compare with PlayerPawn's PlayerState
Log players, pawns and connections at the end of each round
Leaderboard backup, run #
12516
Update: Inlining PoolCollection::Fill implementation into Pool
In order for us to unify TakeX/FreeX custom methods into a single overload set, we need to unify their constraints. This removes one new T() call from 2 calls in PoolCollectionm which is first step towards removing new() constraint on PoolCollection(and instead preserving it on Pool APIs).
Also left a note about thread safety - luckily right now everything is used in a safe manner
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Remove old room editor
rename shader
Clean up tile resource
Ui + Basic Delete