4,794 Commits over 1,371 Days - 0.15cph!
Updated for Input Actions
Updated for input actions
Compile shaders for a project after importing it
Merge branch 'master' of github.com:Facepunch/sbox
Updated to use Input Actions. Added M to open the map. Radial menus a bit borked at the moment until have Input.ClearButton alternative
Update to use projectiles lib
Fixed torch not turning off for other players when they deequip.
Use hitboxes for projectile weapon cursor trace
Fixed wrong condition for headshot
Attempt to fix undead head hitbox :S
Use floating text library for damage numbers
Updated to use library for inventory
Add Sandbox.Internal.GlobalGameNamespace to global namespaces for csproj for libraries
Merge branch 'master' of github.com:Facepunch/sbox
Use Time System library for day and night / temperature
Library minimal project sets HasAssets to true by default + expose these options during project creation for libraries (let libs contain assets)
Merge branch 'master' of github.com:Facepunch/sbox
Get rid of networked Position2D/Velocity2D vars, Position + Velocity are already networked and interpolated, use those. Add Position2D/Velocity2D setters / getters for ease. Cull some network vars that are not needed. Move some particles to spawn only client-side. Update coin particle every frame client-side to try and improve smoothness.
Throw error when [ClientRpc] is added to invalid methods (not an Entity type, or EntityComponent type, or static method)
Merge branch 'master' of github.com:Facepunch/sbox
Latest compile
Postprocessing. NPCs only attack when the target is visible. Add screenshake stuff. Undead use ClosestPoint on target BBox to look towards / move towards
Added concmds to make it rain or make it clear skies. Rain will fade out when stopping
Fixed missing sound ref on melee sound evnts
Fix melee swing sound. Add emerge sound. Monsters only do 30% of their damage to structures.
Disable collisions when undead are klled
Enemies burn up in the day until they die
Added Gore class. Update anywhere that spawns gore particles to use it. Gib Undead when killed by players.
Weather can decide if it changes. Add missing taken_damage particle
Added WeatherSystem. Added RainyWeather and ClearSkies
Add EntityReference test class
Don't re-create the entire hud every fullupdate. Fix outposts duplicating on a fullupdate. Fixed legs not deleting on a fullupdate.
Yoink enemy emerge particle effect (thanks Lou x)
Latest gun sounds
Latest weapons + sound files
Add TimeSystem.IsTimeBetween and resolve issues with raise from ground (just set rising def value :S)
Allow any Entity type to be a [ClientInput]
Merge branch 'master' of sbox
Map use pan velocity for smoother panning
Added ability for NPCs to patrol a path set in Hammer (generic path entity)
Navigation.Update defers until next physics frame (so can call Navigation.Update in OnDestroy for entity)
Can pickup single door types and return the correct item to inv
Add fsk.pve convar
Update navigation when a deployable is placed or destroyed
Fixed sound listener rotation - use 45 deg yaw
Add footstep sound support to NPC base class
Add undead footstep events
Deer footstep anim events (ish)
Re-enable enemy damage - only show state text for NPCs when fsk.npc.debug is enabled
Add source animgraph file for MP5 (this stops continuous re-compile of the asset when one local project has source file but another does not)
Enemes will no longer randomly wander when chasing a target. Improved avoidance behavior
Update walkability map when structures are destroyed, too. Increase max path length.