249,470 Commits over 3,959 Days - 2.63cph!
Fixed pause menu button going mental
Fix CPhysicsShape::GetScale() to return the correct scale for MeshShapes
Fix CPhysicsShape::GetTriangulation() not respecting scale for mesh shapes when calculating triangulation
Make lines transparent when sprinting, keep dot if we have one
Compressed edit data, WIP websockets
- Successfully made read/write serverside methods for any sync var contained inside an entity
- Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise)
- Pack all sync vars into one packet (might need adjustment)
- Cleaned up code
- Fixed a bunch of generation errors
Broadcast damage/health FX
Re-implement damage numbers
Fix dungeon generation lag
Add simple death state
Dead players respawn on next floor
Enemies only target living players
Fix networking issues with projectiles
Fix shadows not showing proper on connected clients
Added Player.Living separate from Player.All, fixed NREs when player is dead
Add GameManager.LoadFloor(index)
Network item inventory
Added GameOver UI which displays when all players are dead
Reset enemy aggro target after killing player
Fix projectiles checking collisions on all clients
Game fully resets when both players Ready Up on the Game Over UI
https://files.facepunch.com/CarsonKompon/2024/November/12_09-45-BleakGalapagospenguin.png
Added Spectator UI when you're dead but other players are still alive
https://files.facepunch.com/CarsonKompon/2024/November/12_09-58-SpectacularGangesdolphin.png
Flag certain objects with `dontdestroy` tag. All objects without this tag are cleaned up upon room generation
EndFloorTrigger takes the amount of living players instead of all players
Fix NRE when spectating player dies
Network some GameManager variables + fixed player reviving issues
Damage RPCs
Improved Generating Map UI
Use correct mixer for main menu music
Fixed player markers offset
reduce vertex lookups in simplification
Fix popup being orphaned when clicked on
Set in_editor ub richpresence when in editor
Popup supports AboveCenter
Stop making the popups red!
Friends in footer, delete friends list
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls
- 75% perf improvement
NetworkSpawn weapons after setting owner so it's sent at once
Should've fixed multiple weapons overlaying
Linux: Add various hacks/fixes to bring `schemacompiler` up to the link step. THIS MAY BREAK SOMETHING.
Cupertino/Penguin: Unmangle SDL in other platforms too, we're trying other platforms and you're still alive
chicken coup progress
better uvs and mesh.
now has hay on the inside too.
- Added sync var receive code gen (net read method infered from variable type)
- Sync var pooled strings added to manifest
[Pick] Use multiplatform SDL config instead of one hardcoded for windows, might make more sense to eventually just use mainline SDL2 entirely
Add navmesh bodytype override
During edit time (in editor) we change the type of dynamic physics bodys to static.
However, for the navmesh generation we need to ignore this change and use the bodytype that will actually be used at game time.
We can use this override to set the bodytype that should be used during navmesh generation.
Bury empty player corpses with a shovel to place a grave, pay respects at grave to view player name, killer name, born and death dates and times and the name of the player who laid them to rest.
Some changes to time sync. Seems to fix Facepunch/sbox-issues#6865 locally. Needs re-test.
more cleanup, profiling, and some micro optim
Fixed all the mount grenade prefabs, resolve usp bodygroups
Another couple of error fixes
adjusted strap for improvised shield
Sort gamemodes correctly, disabled some modes for now
Fix GetPlayer not always working
Include some more data in login response
Smoke grenade / rocket WIP.
cherry pick carve radius change
dropped carve radius for testing
Should have sorted crosshair nre
Modal system, hand-hold the player through lobby list
chicken coup model
blockout with temp uv's
Replaced annoying button hover sounds with less annoying ones
Service update
Save/load avatar to/from the cloud
fixed some floating rock at arctic base
Started looking into fixing prefab variable action graphs
Will finish after hackweek
Pass avatar down with login result, if found
fixed glitchy pump pipes on small oilrig