249,470 Commits over 3,959 Days - 2.63cph!
updated tutorial island cliffs, rock formations for new style
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Leaderboard backup, run #
15341
Added a bunch of coloured wood panel tiled cube prefabs for map makers/modders.
https://files.facepunch.com/paddy/20241112/woodpanel_tiledcubes_preview.jpg
Merge from localcoord-blend-layer
Human Bodygroup adjustments - Clothing fixes
Cleanup async code
Properly reinitialize agents after navmesh is completely generated.
Remove some Gizmo.Scopes
Limit aim to 8 directions, apply a bit of movement velocity to fired bullets
https://files.facepunch.com/CarsonKompon/2024/November/11_18-47-DeadlyZebrafinch.mp4
Camera smoothing so you don't get motion sick when moving your mouse quickly
Make pickup drops a little less exaggerated
Made screen shake much more subtle
Update shadows/collisions so that shadows are the true collision indicator
Dispose of leftover objects when changing floors
Fix bullet_woom_man_2 prefab
Fix Projectiles executing in editor in situations when they shouldnt
more enemies
Merge branch 'main' of sbox-roomlite
Fix misaligned room
Remove logs
Fixed Networked Item Pickups
Fix networked projectile rotation
Fix BulletGenerators having Shadows
Fix BulletGenerator Networking
Fix deleted tiles being shown in debug draw
Version the native tile data so we can discard outdated tile updates
Fix item networking
Skeleton Key Fix?
Bullet Shadows + ShadowOverride on Entity
Use correct lock for initializing navmesh
Update navmesh bounds when world size changes in editor
Get rid of navmesh locks
more rooms
Merge branch 'main' of sbox-roomlite
More networking fixes
Fix networking coins
Fixed going to the next floor when networked
Fix RoomManager shutting doors as soon as they'd open
enemy push and contact damage
pickup physics etc
Merge branch 'main' of sbox-roomlite
New: Find and upload perf snapshots
- Uploads as one request, rather than a ping-pong chain
- Once attempted the upload, deletes from the drive
- Reacts to log messages
I've yet to test it all, will do after done with Dashboard
Possible multiplayer fixes
Update: export snapshots into separate folder
Makes it easier to build tooling for it
Tests: generated an editor snapshot
Left the wrong model enabled
Fix Popup Panels not closing when in game (but worked in menu)
Sausage toggle
cleanup and correct ref access to ref readonly access where appropriate
- SyncVar write and send methods
- Start of codegen
Lock native navmesh on creation/dispose
Fixed warning when tryin to compact a tile with no walkable triangles
WIP can use .actions in multicast delegates
Fixed .gma whitelist being different between game/gmad
Update net.lua - comment typo
Add all missing Portal 2 map icons
Use BulletGenerator instead of bullet prefab so Wood Man can have a more interesting pattern
Enemy ModifyWishVelocity instead of ModifyVelocity 🤦
Linux: Remove GCC 5 version requirement and set -std=c++20
Linux: Add original from /engine branch
Linux: make prebuilt binary of vpc executable
Linux: Skip nvpatch.exe for all projects when not on Windows
Linux: Add Linux platform to build scripts
Enemy now uses IEntityModifier to set velocity
Fix yet another incorrect coordinate space transform
Lock navmesh for queries and path finding to avoid race conditions
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
Add `give_item` command
Fix some more NREs
Fix EndFloorTrigger counting players twice sometimes
move ApplyBlend4WayLayer into StandardLayers
Better jump controls
Client head IK tweaks
Fix menu missing material