255,527 Commits over 3,990 Days - 2.67cph!
Remove PedalTrike kickstand
Exhaust FX change. Show some exhaust FX all the time
Fix InspectorPanel spacing/height
Change all "dev" resources to their new names with adjusted values
Copied the dev_scene content into the game Scene.
InspectorPanel highlights the current segment in segment list
Update Flat Top description to be more accurate
- Removed overengineered steering system. Pure pursuit seems to be the GOAT
- Look ahead multiple points rather than just 1
- Removed excess logs
bodybuilder
helicopter
flying money
syringe
floater text
cellphone
crab
added license plate props. more fixes to storage warehouse.
Add soundscape to game scene
Start with 3 Pebble Smashes instead of 2
Created Prefab and GameResource for Flat Top Weapon
Add HitCount so some rocks can hit multiple bugs/cells
Changed Pebble Splash amount from 4-6 -> 5-6
Start with 2 flat tops instead of 3
Created InspectInput, active during Playing state. Highlights visible segments on hover
Created InspectorPanel. Highlighting a visible bug shows info in a floating panel.
Store segment index. Display missing segments on InspectorPanel
Fix /Code folder not existing
Automatically translate old html news to new news block format
merge from runtime_profiling_entity_csv -> main
generator, van interior and damaged van, bollard and watertote scale adjustment
Added generator dev model
interior to Van
Damaged version of van in accordance with concept
Water tote large version
adjusted Bollard height to fit concept and grid
Look for matching source file when creating component from template
Enable waiting again - oops!
Clear material properties block before setting colour
Switch from multiple bools for tracking invokes to a single int
0 = off
1 = total execution of invokes per frame
2 = execution time per type of invoke per frame
Exclude "player_clip" tag for bullet traces
Use ClassName when serializing types generated with compedit
Maybe we'll want to always serialize as ClassName if the attrib is present?
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Refinery map updates
T spawn rework
Fix MainHudPanel BuildHash
Healthbar colour changes based on amount
Removing a bug after readying will unready
Cells mark as orange when hit and occupied. Green once empty.
Fling rock SFX
Clear all bugs SFX
Only clear cells in Playing State
Outdoor ambience
Player join SFX
Rock break SFX
Reticle Click/Cancel SFX
Fix template default directory
Fix first time code gen
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Disable event editor for now
Reimplement detailed entity profiling that was lost instead of stashed
Change to single int to describe entity profiling mode
0 = off
1 = count spawned per frame
2 = count per type of entity spawned per frame
3 = count per type of entity across server every 5 minutes
Reset all profiling measurements on the first frame profiling is enabled
- fixes some stats counting incredibly high
Add PlayerLoadout, for persisting loadout choices through lives, defuse kit is there by default
vm frontier hatchet - added bones for beads & tassel
Append (disconnected) to dc'd players
Added various editor events to ActionGraph editor
For component editor library to hook into
Expose a way to deserialize ActionGraphs with a cache
Add ActionGraphTargetAttribute
Use first SourceLocationAttribute if multiple found
Prefer Player.CurrentEquipment over Inventory.Current
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Clients shouldn't be trying to set PlayerId stuff
additional profiling, a few quick wins on performance
Improved handling for CurrentEquipment being invalid
Added "Secondary Detail Layer" to standard terrain blend shader
Prevent hosts from controlling (/accidentally firing) as bots in spectate
Reticle Aiming SFX
Add bug splat particle on death
Set some prefabs to Never Network in snapshot
Damage Number Prefab + Component
Fix overlapping Reset to Default on ControlSheet with Reset Transform context menu. Add individual reset Position/Scale/Rotation on Transform context menu (Fixes Facepunch/sbox-issues#4867)
player update. 3p kayak anims updated
Update Facepunch.XR to 8d9bfbf, re-work pose submit
Save off the exact same poses we get from Facepunch.XR when syncing + only call beginframe/endframe/sync if we're rendering in VR
Use one single space for everything (stage space), move some stuff into sync()