249,466 Commits over 3,959 Days - 2.63cph!
Add DoesContactDamage check instead of disabling the collider since we need collisions otherwise
Forgot to make the spawn chance not 1000
Added Bat and JumpingEnemy class
Implemented towing back on new horses
Removed unused core models
Relocate the human model to the citizen addon
Added Swarm Timer and Timer UI
Enemies start spawning everywhere after swarm timer
Added `set_game_time` command
Swarm Enemies don't drop coins
Projectiles spawned by swarm enemies can travel between rooms
FX offset fixes.
Ember iteration for more punch.
handling ground destruction properly
Implement the packed attribute:
- Should we send this sync var itself or with all other sync vars
- This allows the user to weigh up header cost of sending the sync var alone vs along with all other sync vars
- Only sends this specific var if its dirty, whereas packed sync vars are all resend even if only one is dirty
Landmines now have a 15% chance to explode on being disarmed.
This was always the intended gameplay behaviour but turns out there was a bug that prevented it from exploding. Instead, it previously bugged out and did nothing, allowing the triggering player to walk off
restricting placement to constructions
Don't send player state until world is loaded
Reduce spawn area radius
so it doesn't take a day to walk to the origin
Offset world by spawn position
Fixes floating point precision issues
Added Doors to End Rooms that require you to discover 50% of the dungeon before leaving
Fixed impact surface normal orientation.
updated crafting ingredients
Unique explosion for HV rockets vs regular.
HV rocket engines burn richer/darker smoke than regulars.
Display player count in loadout menu
Rename Gold Key and weigh the Shop Item Chances
Chest is now an interactable instead of just walking into it
Fix bobbing threshold/snapping
Show game controls for first few seconds
Adjust shop price
Updated most item sprites
Added Helping Hand item which grants the player an additional weapon
https://files.facepunch.com/CarsonKompon/2024/November/15_08-37-LemonchiffonShrimp.mp4
Update vampire item
Add Resource.HasUnsavedChanges, Resource.StateHasChanged()
Add Asset.HasSourceFile, Asset.HasCompiledFile
Asset inspector's save option doesn't show if cloud or compiled, save option uses HasUnsavedChanges
Proper icons for USP-S and Bayonet
Spawn at a random position based on SteamID
Refinery's too small to even need global fog
fix realmed remove on sculpture
Use legacy tonemapper for now
Clean up GameResource loading
* Always expect to load from a compiled version
* Single function to load from data instead of separate data + json
* Make LastSavedHash private
Reload/import GameResource assets after project is fully loaded in editor
Don't update "LastSavedSourceHash" if not in editor
Don't reload asset on saving, causes double load - because we'll load after compile
Make GameResource.Serialize() public, add OnJsonSerialize
Make GameResource.Deserialize public
added ice sculpture wip icon
- saving IconRender scene as it needs some setup for icon rendering
Finale: Support case where nobody wins (sad), players time out
Update/fix column visuals
Move rounds to component-based system
Single game plays thru multiple rounds in order
Properly reset players when doing a quick restart
Fix winner confetti showing up outside of end screen
Basic round intros, tidy scene
Clapping sfx on round intro
Show round tutorial hints on intro screens
Raise intro cam location
Save out C4 so we have its metadata
Attempt at ensuring RoundStateTeam avatars change when they should
deployable paintable easel
model and prefab progress
currently not working
Don't create tracer if the effect distance is low
Don't play zoom sound if ending zoom on drop when we're not zooming at all
Make GameResource.Serialize() public, add OnJsonSerialize
Make GameResource.Deserialize public
Compass and coordinates UI
https://files.facepunch.com/ziks/2024-11-15/sbox-dev_HsvWeWBHGH.mp4
Fixed not being able to hit E to pick up a weapon
Add stop sequence on finish to directplayback animgraph node
removed sign/pumpkin panel from sculpture item
added guide mesh for ice sculpture and a tool to generate one
Add JsonPatch utility
Clean up GameResource loading
* Always expect to load from a compiled version
* Single function to load from data instead of separate data + json
* Make LastSavedHash private
Reload/import GameResource assets after project is fully loaded in editor
Don't update "LastSavedSourceHash" if not in editor
Don't reload asset on saving, causes double load - because we'll load after compile
Collider returns touching colliders of rigidbody if the collider is on a rigidbody
Temporary unapproved bear skin redirect