241,098 Commits over 3,867 Days - 2.60cph!
Added null check in AttackHeliGunnerSeat AllowHeadLook
Additional tape skins
https://files.facepunch.com/louie/1b1011b1/sbox-dev_Ueq5hbbqcE.jpg
Fix jiggle bones in animation helper stomping bone scale animation
Fix normal items having a "Hold E" to pickup off the ground
Remove `IsBackpackWithItems()` and ensure volume system produces same results
Assign "itemVolumeWhenFilled" of backpack to "2"
Add "containerVolume" and "itemVolume" to represent how only empty backpacks can go into normal inventories
Item default volume 1
Container default volume 1
Reworked base gamemode kill feed
* Now uses only 1 net message rather than 5
* Friendly NPCs have a different color
* NPCs killing another of their own class name is no longer considered suicide
* Custom Vehicle and NPC names are now displayed properly in the kill feed, for example npc_citizen reskins
* Deduplicate NPC name translations
Direct GM:AddDeathNotice call replaced by hook.Run (#1380)
This will allow to hide death notices by returning any value in the hook.
Delete editor world on close
Increase ZFar when playing procsurf
Always include procsurf map
Load in example procedural surf map
Use morph channel index cached in anim container instead of assuming it's the second channel. Fixes scale channel thinking it's the morph channel when there's no morphs.
Allow spawning Zombine with EP2 mounted (#2004)
fixes an issue where if ep2 is mounted but ep1 isnt, zombines wont spawn, despite working with just ep2
Only right click into your own backpack when it is open: don't right click into the backpack of the player you are looting
Don't prioritize right clicking items to backpack when it is full
Fixed players being unlootable again
Add backpack container when looting
Support moving backpack to corpse when dying (default it pops off you)
Update player lootpanel with backpack slot
Additional fixes to indirect lighting in the scene view not matching play mode
Fix players being unlootable from leftover v1 backpack code
Only show backpack inventory when clicking on your own backpack
50hz test, sync entity, fix null entity state
Generate a lip at the start and end of track sections
Generate end caps for track mesh
Fix joint scale
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Make the backpack panel resizable (so it only shows the slots it has capacity for)
fix deployable tooltip
progress bar, team widget adding material font
Include ball and socket joints
Configure a List<Gameobject> to hide & show when backpack is selected instead of specific gameobjects
Texture files.
UV fixes.
Scene backup.
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Support pillar model scale tweak
Move models to shared
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TypeScript-ify and clean up the activity and deployable data importers
Add PersistentModel base model class
Merge from main -> hackweek_backpacks_2
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added surf pillars and booster models + materials
added surf pillars and booster models + materials
Merge branch 'main' of hackweek-procedural-surf
fix modal and progress bar styles
Spawn players on starting platforms
Add ServerRPC with 6 arguments
Include "if backpack is open" bool when right clicking items since the client doesn't actually loot the backpack when "opening" it
Implementing ideal container for backpack so right clicking items will go to backpack when it is open
Ramp physics shapes
Use entities for start platform / checkpoints