249,466 Commits over 3,959 Days - 2.63cph!
Collision damage
Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
Bugfix: avoid a rare case of dealocating main thread's Allocs storage
- Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler.
Discovered when doing additional testing in standalone (somehow editor was unaffected)
Tests: did 6 snapshots of standalone server with 6k map - no crashes
properly disposing native structures in-editor when stopping play in editor
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- ▄▋▌ ▅▋▌▌ ▍▅▉ ██▄▋▆▋▋▇▅▍ ▇▍▄▉▋▌▍▆▌▊ ▆█ ▄▆▊ ▍▉▍▊█▌ ▇▅▌ ▉▄▋▇▉▊▇
Track birds scared
Update .gitignore
Update player particles
Allow ParticleModelRenderer to choose material groups and body groups https://files.facepunch.com/layla/1b1411b1/sbox-dev_JYc5358JqI.png
merge from native_mesh_simplification
cleanup and logging procedural mesh stats with a logmeshstats convar
Add missing await in Navigation test
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
Physics tweaks, updated grounded checks
Fix potential race condition in NavMesh initialization
NavMesh: Use RealTimeSince/RealtimeUntil for delays
merge from Twitch_Rivals_24
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
Added the kick command (can only be used by the host.)
Added INetworkListener.AcceptConnection( Connection, ref string reason ) and Connection.Kick( string reason )
Add CameraComponent.ScreenToWorld
Lobby Config / Friends Only Lobbies (#1696)
* Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
* Separate overload as not to mess with any existing game packages
* Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
* Fix lobby config max players
On Dedicated Server you can pass a path to a .sbproj with +game to load a local project. Hotloading works as usual for connected clients.
Fix lobby config max players
Optimize Navmesh agent ground trace not to run every frame
Leaderboard backup, run #
15389
adjust particle text size
Merge from localcoord-blend-layer
Fix player surface reference
Buff Squirt Fire
Fix wiggle bullets
Can't outrun coins when getting sucked in
Controller Support
Fix DamageTrigger logic
Update ShopItem in OnStart for connected client
Suck coins into player
Fix ItemComponent NRE
Fix silly mistake
Player no longer has friction when running against walls
Enemies no longer have friction against walls
Fix players not colliding with enemy bullets lol
Enemy projectiles are now entirely client-side so there's much less load on the host and gameplay is much more fair for each client
Shop items are greyed out if you can't afford them
Speed the player up 1.5x when not in a room with enemies
Replenish item room for number of players
Hide pre-spawned shop doors on the map, revealing once discovered
If a player disconnects, their player gets removed but state is regained when reconnecting (so they dont lose everything)
Fix ShopItem desync for connected clients
Fix item shadows
Force enable player during retake
Don't show dropped players in the list
Fix medkit not healing for connected clients
Fix recoil networking
Projectiles can't leave the room they originated in, and doors block all bullets
Prevent any movement when map is generating
Added talk_06 anim as cinematic gesture
deployable target
will need a programmer to look over stuff again
Fix CPhysicsBody::FindClosestPointOnConvexShapes not working for Spheres and Capsules
Resolves Facepunch/sbox-issues#6909
work around horrible flickering when in 2D editor view
Fix knife swing sound, amongst other fixes
Can optionally pass LobbyConfig to CreateLobby. Right now only contains LobbyPrivacy. Add LobbyPrivacy.FriendsOnly.
Separate overload as not to mess with any existing game packages
Make old CreateLobby method obsolete. Add LobbyConfig.MaxPlayers (defaults to package config.) Add LobbyConfig.Name (defaults to hostname for Dedicated Servers, or the owner's Steam Name for P2P)
Keep the accumulator. Fix the issue properly.