249,463 Commits over 3,959 Days - 2.63cph!
Enemies now register their kills on the correct client, granting appropriate score
Enemy + Boss Health scales with Floor
Fix connected clients not clearing their client-side bullets between floors
Remove non-existent shop tiles
Boss now yields score on defeat
Spawn multiple bosses on later loops
Boss has minor death FX
Shop fixes
Reduce frog SFX
Make bat much more fair
Lower End Door Requirement
Update dungeon size scaling
Dead bodies no longer count in End Level Trigger
Add current sequence accessor to SkinnedModelRenderer https://files.facepunch.com/layla/1b1611b1/sbox-dev_Ia0QfZrbmI.mp4
Another necessary DamageTrigger check
Bunch of misc multiplayer fixes
Fixed air-kill killfeed icon being always black, it should be the attacker color if not self
Add sync'd weapon flags so aim is properly networked, works properly when spectating other players
Added spawnable ivy strand and light well static decor
Add ScoreAttribute.ShowTeamOnly, make balance only show up for teammates
Up molotov's throw power to match the HE
Lower enemy bullet volume
Minor tweaks
Game Over UI shows you what you were actually killed by
https://files.facepunch.com/CarsonKompon/2024/November/15_17-06-KlutzyBantamrooster.png
Display "none" when no items collected
More Game Over UI tweaks
Smaller first floor
Implement Score and Leaderboard
Don't get score for Swarm Enemies
Stop spawning swarm enemies after defeating boss
Main Menu cleanup
Can't change character once ready
Title name change?
Added heal sound
Fix PlayerStatEntry warning
Fix PlayerInfo NRE
Broadcast WeaponComponent sounds
Fix Helping Hand item
Fix music not playing for connected clients
Make player iframes more fair
Fix ShadowCreate NRE for late-joiners
Make enemy colliders much more fair/accurate
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Oops, use the local sound
Add Music so it feels more like a game
Weapon Sounds + Setup Sound Attenuation on existing sounds
Entity hurt sounds with rising tone + more weapon sound adjustments
Added Player Sounds
extra credit map block in, adjust crank collision, fix pivot on track piece
Humans: recover deleted staging files
Recovered 2 files that were deleted by commit 1d291f07bb4f2bb4bfec48765b2d640894441796
Added light_directional & some other VRAD changes
There are also changes to do with displacement lightmaps from CS:GO, supposedly should be better between brushes/displacements, but I couldn't find any differences.
New inputs to game_text and game_player_equip
SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2 for game_text
TriggerForAllPlayers and TriggerForActivatedPlayer for game_player_equip
Added skybox_swapper entity
Remove scratchpad from game builds
Also remove bloodspray concommand
Linux: Silence all compiler warnings until we fell ready to fix them because it's so many that they slow down the build
Linux: Change signature of CNavMesh::GetTriangle() to solve disambiguity issue (uint64 = unsigned long long, but uint64_t = unsigned long int)
Linux: Solve the lerp/std::lerp ambiguity with an #ifdef LINUX (math.h has using std::lerp on Linux, unfortunately)
Linux: Specify --allow-multiple-definitions to allow stubbing out the API OVRLipSync.h
Linux: Add gendbg.sh from engine/ branch and use it
Linux: Fix typedef for Clang (__sFILE FILE vs. _IO_FILE FILE)
Linux: Resolve ambiguity between std::byte and typedef byte for Clang in one specific case
Linux: Disable .cfi_sections directives entirely for x64 SystemV ABI to avoid confusing assemblers and restore the original code for all other platforms
Linux: Use the compiler flags for Clang on OSX/Android for all POSIX platforms.
Linux: Replace CUtlVector with std::vector because it was causing a crash on destruction.
Linux: Replace CSceneParticleObject* with void* using sed in 4.sh
Linux: Replace the old VPC binary with a newer one because the old one doesn't work anyways
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Spawn Swarm Enemies during Boss Floor
Update Ogre Boss DamageTrigger
Renamed "Boss Room"s to "End Room"
Added Boss Arena which you go to after 3 floors
Added basic Bouncing Boss
Display Boss Healthbar at the top of the screen
Boss Floor is networked properly
Level End Spawns after defeating boss
Damage Modifiers/Multipliers actually work now lol
checkpoint behavior changes
Fixed broken packing attributes
Fix compass distance fade
Fix reconnecting players stuck sitting
fix issue with ragdolls getting stuck
WIP new meat models and materials
Better acceleration when towing
Limited to trot gait
+ some visual fixes and tweaks
Nearby player count in HUD
fix animation issues, separate pedals from crank arms for animation
Show players on compass, players sit down on disconnect
Don't show make owner on self if we're the owner
More scrolling on store page
Can preview unowned items in avatar editor
Penguin: Don't undefine lerp on expressioncalculator, we should see where it's using namespace std to get std::lerp wrongly, make it ifdef linux if all else fails
Readd inline source compilation to renderdevicevulkan, do conversion to wchar directly
Fix Height getting reset by UpdateMovementBobbing()
Added Kangaroo Melee Enemy
Fix achievements link
Fix Invite To Party showing on friends who are in the, add transfer owner option
Rebuild player image when party owner state changes
Fix all enemies being set to Swarm Enemies
Add teleport console command
finally got deployable easels to work
will need refinement and looking over
Swap out comically illegible room code font
Tweak styling of podium screens
Spotlight on sound when a player joins
Trigger crowd laughter if everyone gets it wrong
Fix razor exception
Make pass the bomb limited by no. of resets not questions
Lets laugh at the loser when a bomb goes off in their face
Support recentering world at runtime
Not totally seamless atm, lighting changes a little
Fix updating physics transform
Add DoesContactDamage check instead of disabling the collider since we need collisions otherwise
Forgot to make the spawn chance not 1000
Added Bat and JumpingEnemy class