4,794 Commits over 1,371 Days - 0.15cph!
Don't respawn player if they run out of lives
Player wont get stuck on corners
Ragdoll + use players clothing
Extra sounds, cant place bomb where there is already one
Stole a few particles from platformer for now
For testing create a random pickups
Add pickups and base pickups
Added some music + multiple arena per map support
Some sounds, bomb shader, bomb blink
Bombs will block the player unless they are stuck inside a bomb
Add bomb model, bomb placement
Use IK for "holding object above head"
Respawn all players when game state starts
Skip input data if we encounter a component that no longer exists (should fix issues where client sends input for a component that the server has since deleted)
Serialize structure HP
Added support for multile single door types (Wood, Metal)
Serialize last killed time this'll serve as a stat for longest survived time
Reduce threshold for low need stat
Add some simple placeholder icons for death screen
Add death screen to just show information about what/who killed you and with what (auto close for now)
Change starting need stats, increase respawn time to 5s, show death screen when killed
Added crafting indicator and generic ItemIcon class
Add high z-index to Hud overlay class (for now)
Added InventoryItem.OnTrySwap. Dragging an attachment directly onto a weapon will attach it
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
Use a super high z-index (for now) on all the dialogs as it seems to fix flickering
Fixed Input outside of Simulate context error when a player is sleeping
Add Saved Game styling for new lobby
Merge branch 'master' of github.com:Facepunch/sbox
Render Tags (#758)
* Initial commit / backup
* Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
* remove unused HasTag overload
* Support "world" tag to render only or exclude static objects and hammer geometry
* Typo
* Include/exclude sunlight and other lights according to set tags
* Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
* Let's respect the camera's exclude / render tags in HighlightRenderer
* Add tag checks in DrawSceneObject too
* Remove unused GetTags overload
* Remove unused
* ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
* GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
* Only ITagSet is a public interface, hide everything else away
* Fix sillyness
* Tags property
GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
Only ITagSet is a public interface, hide everything else away
Initial commit / backup
Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
remove unused HasTag overload
Support "world" tag to render only or exclude static objects and hammer geometry
Typo
Include/exclude sunlight and other lights according to set tags
Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
Let's respect the camera's exclude / render tags in HighlightRenderer
Add tag checks in DrawSceneObject too
Remove unused GetTags overload
Remove unused
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
Minimap stuff. Use CheckOverlap for build exclusion zones.
Remove unused GetTags overload
Add tag checks in DrawSceneObject too
Let's respect the camera's exclude / render tags in HighlightRenderer
Include/exclude sunlight and other lights according to set tags
Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights