249,466 Commits over 3,959 Days - 2.63cph!
Leaderboard backup, run #
15413
Page title in documentation
Use wide thumb in a couple of places
Main Menu particles
Fix LobbyMenu BuildHash
Lobby Player Panel UI tweaks
Network Laser Projectiles
Rounded laser weapon
https://files.facepunch.com/CarsonKompon/2024/November/14_20-43-StarkXantus.mp4
Added Pause Menu
Fix BulletSize implementation and improved Laser Projectile collision
Added Laser Weapon and Character. Laser respects all EntityModifiers
https://files.facepunch.com/CarsonKompon/2024/November/14_20-16-FluffyGodwit.mp4
Fix player shadow
Specify setup-dotnet version for shaders.yml
hook up dash sound in player prefab
Removed some unused props
Save some useful metadata in weapon prefabs so we can use it for dropped weapons, so we can use accurate bodygroups, model, bounds from the model renderer
Increase range of networked edits
Fix more ui alignments with new font
Enemies squirt on fire
More UI + Nametag updates
Fix the bullet damage desync issues when networking
Fix PickupCollector for connected clients
Prebuild the menu package
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