113,192 Commits over 3,959 Days - 1.19cph!
Fixed EntityRef warning during server startup
Refactor NetRead/NetWrite to use BufferStream underneath to properly support buffer resizing
Allow server to specify a default loadout with `defaultServerLoadout`
Allow server to overwrite start HP with `spawn_hp_override`
improved collider of pooltable
added dartboard
Handcuffs can also block interaction/use
More wip handcuff functionality
Added tree and ore gathering tests
workers_house building - final models, colliders, prefabs
Fixed a few flow issues when running multiple test fixtures one after the other
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Support MaterialSetup component
New FX for lantern because cozy.
Crank finger gessture. Fixes and tweaks to existing gesture assets
Gravity is now a replicated var as well
Oops, don't need Default section on the ServerVars, only the replicated ones
Code review, add defaults to the new vars
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab)
Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
Time convar changes following code review
Various lantern regression fixes.
Improved lighting from it a little bit.
Tweaked light color a tad, for greater contrast vs flame lights.
Cherrypick `hackweek_combat_playground`
Added "shhh" sounds to shushing gesture - 2 variations.
Fixed anim events missing from latest updates + tweaked temp icons.
Fixed collapse not working with skinned objects, not casting shadows
vm sks anim tests, animator updated
Setup vendors own type of vending machine rather than using weapons one
Vendor now grabs reference to its own machine
Force machine on map update
Code cleanup
Fix armor scaling convars again so they scale the amount of "extra HP" armor provides (so they act different than damage scaling convars)
pooltable asset, textures and materials and balls
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
Vendor can now be stopped by a player gesture
Used a state machine instead
TestParameterSource field and property support
Setup sell orders properly
Add targetting system