249,597 Commits over 3,959 Days - 2.63cph!
Actually it needs to be public
Make ControlledProperties protected again
Unity 2022
Tweak DrivenRectTransformTracker usage to try and fix prefabs having changes as soon as you open them
Added 2 new spawnflags to env_player_surface_trigger
Do not IsValid the ident in hook.Add/Remove
The check was added solely to print an error for invalid types, but NULL entity is still an entity
Player healthbar is rounded
Align icons on PlayerInfo
Monkey hand
Clean up Main Menu scene and remove wood bullet
Fix item room floor tiles
Independent bullet wiggle
Fix UI issues
Add 3rd player and weapon
Fix bandage size
Update Key Lock
Smooth damage numbers
Remove font smoothing,
Vitals invincible fix
Fix U Shape Room Tiles
Remove most of the old Textures
Remove most the sprites + add player hurt sprite
Replaced the smoke particle and removed the old sprite/textures
2nd player and 2nd weapon sprite
Replaced pixel font with high res font
Page title in documentation
Use wide thumb in a couple of places
tried to avoid overlapping lava
exploder lava
lava sfx
Fix mistake in ParticleModelRenderer upgrader
Fixed 32bit builds crashing when creating decals on certain models
Update loading image
Fix minimap with new tile scale
Update bullet sprites
brake skid sound, coasting sound tweaks, flow map changes
AcceptConnection and Kick Support (#1698)
* Added INetworkListener.AcceptConnection( Connection, ref string reason ) and Connection.Kick( string reason )
* Added the kick command (can only be used by the host.)
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Player Sprites
Updated Tileset
Update Money Pickups
More tileset updates
Coin pickups have different size with their associated value
Update Key/Bandage Sprites
Updated Box + Chest sprites
Updated enemy sprites
Fix enemy sprite issues
Upscale tileset
Fix weapon spawnmenu autorefresh adding icons to nil parent
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
Fix weapon spawnmenu autorefresh adding icons to nil parent
ClientSignOnStateChanged is no longer called for HLTV clients
util.IsValidModel uses meshcount to determine useless models
If mesh count is 0 - it's a useless model, instead of using hardcoded model name substrings. This fixes certain valid models being unable to be spawned in Sandbox
Merge: from profiling_improvements
- This brings ServerProfiler over, our own tool to generate server profiling snapshots
- To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/)
Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
No ammo state for Crosshair
Send player info when first seeing, add EchoPlayerPositions option
Bugfix: avoid leaking repeating invoke when taking snapshots
- Also avoids ambiguity of taking multiple snapshots
Tests: generated 2 snapshots in editor back to back with a delay
Crosshair types, alpha interpolation
Add Equipment.CrosshairType
Prebuilding menu project halves startup time
Adjust Crosshair to show in thirdperson if we're locally controlled, or disappear if we're not locally controlled
- Truncate menu tip text so it doesn't overrun loading screen
- Filter rich text tags from menu tip text except color, b, u, and i
- Added string extension method for escaping specific tags
- Updated StringView to allow StringComparison options when comparing to a string
- Track queue wait times and reasons for exiting the queue
Load fonts in parallel
Open the game window in SourceEnginePreInit instead so there's not that awkward 1-2 second of nothing
Use Overlay for viewmodels
animated bounce on frenzy letters, flow map work, new menu music, adjust camera sensitivity, rolling sound tweaks
Fixed game status display flicking the time up repetitively
Fixed size inconsistency between round team display
Fixed bomb icon showing up for everyone when it shouldnt
Make the Generating Map UI look nicer
I'm turning off AO for now
Use pixel font for damage numbers
Rename minimal.scene -> game.scene
Basic MainMenu with FrontPage
More front page work
Started Lobby Menu
Move GameResources into Roomlite category
Added CharacterResource
Proper Lobby Menu Basis
Lobby Menu shows current character stats and allows you to change characters
Fix minor issue
Game now starts when everyone is ready in the lobby
Hooked up the Main Menu play buttons
Update StartupScene
Associate Icon with WeaponResource, displayed in Lobby menu
Add StartingSpeed to CharacterResource
Add BulletCount to WeaponResource
Player starts with Character's starting weapon
Added Shotgun Weapon
Added shotgun sprite and some other stuff
Start with random character if testing in game scene without starting from lobby menu
Tweak HE grenade, little bit higher fuse time, bit more bouncy, emits temporary bounce sound, has rolling restitution
Fix particles no using model
Photomode
Fixed sound in scene
Update: notify that a snapshot was taken when no delay was requested
Tests: none, trivial change