4,119 Commits over 1,127 Days - 0.15cph!
Started stripping out all the gamelib bs
Clear out more bs
Recompile all sounds some of them became FUBAR
Screen effects, post processing, projectile fixes. Fixed respawn countdown, fixed world deployable hud
Screen effects, post processing, projectile fixes
Screen effects, post processing, projectile fixes
Jiggle position and reset each update to force a redraw and update hitbox (temp)
Add description field too for tooltips
Add select color choices for comments
WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4
Show no property group for entities with no props
Make all editor icons tintable
Fixes / tweaks to block damages
Temp update texture immediately for block damage
Fix purchasable items not updating and not showing quantity. Fixed respawn screen NRE. Fixed looping glass sound
Comment explaining what's going on - note to self
Seemingly fixes odd lag compensation rewind tick offset. Seems to have perfect lag compensation results even with 300 fake ping - I need to test this in a real environment though
Merge branch 'master' of github.com:Facepunch/sbox
Fixed respawn time display
Use Entity.FindByIndex instead of Entity.All.FirstOrDefault in OnNetMessage when finding entity
Fully purge any RPC history with tick less than current tick when receiving new net message
When an RPC is called within a predicted context with a To target, if the local client is a recipient call the base function and remember for Prediction (fixes sboxgame/issues/issues/2935)
projectile use data blah blah
Projectiles use Projectile Data
Switch all projectiles to use Projectile Data
Updated all projectiles to use ProjectileData game resource
Fixed turrets not being given TurretComponent, fixed random background on time score
Don't constantly run lag compensation for projectiles but instead do it once on intitialize and advance the simulation by the calculated number of ticks that it took between client sending the input and us receiving it
Don't constantly run lag compensation for projectiles but instead do it once on intitialize and advance the simulation by the calculated number of ticks that it took between client sending the input and us receiving it
Don't constantly run lag compensation for projectiles but instead do it once on intitialize and advance the simulation by the calculated number of ticks that it took between client sending the input and us receiving it
Don't constantly run lag compensation for projectiles but instead do it once on intitialize and advance the simulation by the calculated number of ticks that it took between client sending the input and us receiving it
Don't constantly run lag compensation for projectiles but instead do it once on intitialize and advance the simulation by the calculated number of ticks that it took between client sending the input and us receiving it
Do play predicted bounce sound
Only do explode logic server-side. Update scene object model in PreRender
Ensure client (predicted) projectiles are created. Ensure some client only logic is actually run (make new client only rpc for OnClientNewShip) restore logic for client projectile proxies
Randomly change pose. When a new path is given, set pose to default and allow a few seconds to "get up" before moving, unless the deer is panicked from a player attack in which get up and run immediately
Added deer poses and state machine (default, sitting, sleeping) thanks Max for teaching me the ways
Add LimitedSpawner.UseNavMesh
NPC can opt-out of move helper
Ignore all entities when moving deer until add agent hulls. Deer will randomly decide to start trotting
Tweaked weapon damages, deers move a bit slower
Structures take no damage (for now)