252,588 Commits over 3,990 Days - 2.64cph!
Fix possible NRE in drone chase graph
Starting on block health
exported wallpaper viewmodel rig/anim set with latest wallpaper model
Get rid of hardcoded gradient
Update the page prefabs with branding, logo and layout masks enabled
NetworkSpawn persistence-created prefabs
unpacked prefabs for divesite
corrected robot_shell_a colors + scale
Add [JsonIgnore, Hide] to BlockToIndex
Small tweaks to subway texture grime, added wainscotting (still WIP)
Remove AllowedTools in favor of a GatherSourceKind (MaterialKind) on the Block defintion. Remove MinimumEffectiveness from the defintion too as it'll be unused in Zik's damage system
Added green wallpaper placeholder icon
Folder cleanup
Added Mining Laser Item/Prefab and TraceWeapon (Doesn't do anything yet)
World Update 2 -> Legacy Wood Pile Improvements
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
bothy update
Merge branch 'main' of sbox-hc2
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths
Player death effect now spawns particles in bounds instead of from one spot
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
Updated Rust+ pairing error messages toast with the new syntax
Fix VoxelParticles errors
merge from buildingerrors_improvements
Fixed RPC error when assigning a bag to a disconnected player who has already reached their bag limit
Fix WorldItems falling through the world (my bad)
Recompile vertex_color shader, fixes some fog issues we were having
https://files.facepunch.com/tony/1b1511b1/sbox-dev_kRzQ31t3HW.jpg
Remove my leftover debug logs
Added Durability Consumption on Weapon Use. Melee weapons only consume durability on hit
update signal_pylon colors
Set the current save id and name when loading it
Only add a 0 when starting by typing 3 or more in the digital clock alarm UI
so 3 -> 03:
Actually get the world ref in worldspage
Play lower-pitched damage sound on gib destroy
more seaweed placement. plane lods
Fix loading voxels from a save
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns
Updated canyon scenes
Add text-overflow: elipsis to crafting entries
Put ammo items in their own category
WIP saving world from pause menu
Added Projectile Weapon Ammo. Added CraftingYield to ItemAsset (So one metal piece can yield 4 ammo)
wip PlayerModifier limits per source type (tea/dart) and combined totals
Added Block types. Update to use Block references. Added Palette.GetBlockIndex( Block ). Blocks can define tags, a name, max health and breakable settings / damage scales - @Metapyziks will implement health / block damage with this stuff
Hook in process of loading in your selected world
Save world gen seed etc, nicer RLE for chunks
LoadWorldState, untested