248,610 Commits over 3,928 Days - 2.64cph!
Use spine3 twice in spinebone list (temp solution for spineIK errors)
Docs, player HP, fixed round_loop prefab having two combat managers
better gibs and saved better icon position
Define OnPlayerSpawned - create PlayerSpawning component, which looks for an unoccupied spawn point
Remove now uneeded sound defs.
Start prep phase when enough players join
Flow into combat
Optimize by caching GJK simplexes when rasterizing obstacles
Refactor to remove duplication.
Show player count and required player count
More minor cleanups
Check allocated edict count before allocating more
this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
Show building blocked message in upgrade menu.
Event decides where player spawns
Use a scene tag to define if a scene is an arena, create prefab instead of holding stuff in each scene
Give box collider support to trigger radiation:
- Ensured modding radiation cubes work
- Applied Cube Prefabs
Fixed SceneInformation not saving SceneTags metadata
merge ice_sculpture -> main
updated ice sculpture icon
- updated render scene as it needs custom tweaking to get an icon rendered
Don't spawn the player until we hit combat phase, kill local player if we exit combat phase
Catapult projectiles cleanup
Added new ballista bolt items
ice sculpture pedestal gibs first pass
re-baked construction guide mesh
Layer exclusions when upgrading
mesh collision for ice sculpture pedestal
Base hud, fetch scene camera in-world instead of having one on the player, weapon is placed manually in PreRender
Experiment with arbitrary physics shapes as navmesh obstacles
Performance is not good, needs more optimization to be viable.
https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
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Ignore triggers in NavMesh Generation
Update: Executing deferred command and waiting for it's execution
- also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot)
Using it to pass control for the actual testing top the game assembly
Tests: Ran LoadProcTest, it passed
Update SceneObject tags of Sprites and Tilesets
GameObject.Network is a class !!!!!!
mini crossbow viewmodel animations updated
Use uncompiled assemblies (#1714)
Increase stone wall player deploy volume area to include collision area.
Set time placed.
- Wrote a script to resolve duplicate bone names by appending digits
- Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)