250,201 Commits over 3,959 Days - 2.63cph!
Added battering ram hardware to entity, updated models and materials
Battering ram door wip settings
- Siege tower raising now works, but not as clean as i'd like it to be yet
- Code cleanup
- Added raise command when siege tower has flipped onto the ground
- Fixed bugs with IsTipping not being registered properly
manifest.json and packages-lock.json
Add ProjectSettings/MultiplayerManager.asset to SCM
disabled_halloween24 -> main
Disable Scarecrowpopulation
Updated collectables
Removed bone collectable
Frank default table craftable disabled
Disabled portals
Update: Invoking of profiler method annotation filter works
- Instead of hooking in we rely on Unity's assembly initialization to invoke us first - seems to be early enough, but we'll see
- Store profiler callbacks to avoid GC cleaning them up and crashes in mono
- Add compile guards (for now allowing to run editor to test)
Tests: launched in editor, no crashes and a lot(112k) of debug logs indicating what gets annotated.
Fix regression from HBHF fixes that causes building blocks with no TC attached to use TC of nearby but unattached building blocks
Fix player body visibility
Make player body always try to face the way we're looking
explosion force
show run time while planner active
change freezing
balance
charge difficulty
runner jumping
Update SpriteTools
Fix CharacterSelectModal
Cleanup
Remove the WIP ParticleTextRenderer Component now that it's in-engine
IsTipping wont be called if tipped
Split off IsTipping and IsTipped flags
Only enable is tipping if we are starting to tip and not when we are on the ground
If tipping over turn on a trigger to hurt players inside
Siege tower now sets flag should it be tipped over
Quick fix to diving outfit
Merge branch 'master' of sbox
Citizen/animgraph: removed several unused parameters + skid now relies on 2 new parameters, skid_x/skid_y, instead of move_x/move_y
Battering ram door prefab
t1 smg balance and techtree
- Added methods to check if siege tower is tipping over or has tipped
- Moved them into BaseVehicle
Battering ram back door physics tests
Fix readonly string control widget
Add top secret hidden feature to wolves
Fixed bug preventing loaded horses that are towing something from being detached
- Ensured ride horse shows up first instead of tow/detach (again?)
- Fixed NRE with random.range
Tiled rendering for volumetrics https://files.facepunch.com/sam/1b0111b1/GsS5a4ZBVu.png
Fixed climbing ability not checking collisions properly and instantly dropping a grate at certain angles
- Improved rope tension values
- Fixed weird rope wind amplitude
- Tweaked wind values with some more randomness
Added DisableFollowCam to CameraTrigger