257,658 Commits over 4,018 Days - 2.67cph!
exported updated tiger drag animation
What if we explicitly r2r sbox.exe only
Support non uniform scale in BBox.Transform
Improve cell placement count gathering performance by using bitmasks instead of collections
Leaderboard backup, run #
18173
dodge/blink/jump perks
remove some params from Enemy.Damage
Adjust the ladder trigger setup on the tree
Align to terrain when possible
New RepositionOnGroundMissing component, move objects down in the world instead of being destroyed when their underlying surface is destroyed
Reapply LookAtHealth changes
Possible fix for having to click twice to reskin an item in the repair bench if switching from a redirect to a workshop skin
Reworks a bunch of repair bench logic, still a bit of a nightmare
Add Trace.Cylinder https://files.facepunch.com/layla/1b1011b1/sbox-dev_RHoamCtLxL.mp4
implemented more perks
perk floater
player heal flash
ring particle effect
tweak explosion and ring effects
more dash perks
FPArms: punching animgraph now uses the same b_deploy_skip behaviour as other weapons
FPArms: add first_person_arms_throwables.vanmgrph
▅_▄▊▋▉█▆▋: ▇█▌▋▋▆▄█ ▊▊▋▍ ▇▄▄▇▊ & ▍▊▊▄ ▍██▇▄▍▆▊▍
Bloom adjustments, use biquadratic for smoother lobe, add bloom test scene
https://files.facepunch.com/sampavlovic/1b0911b1/fqAchPQkKt.png
Use linear tonemapping curve instead of hable if none of our managed ones are applied, same behavior we'll have on IPostProcessSystem removal
Removed old chicken assets (20 files, about 30mb)
Adjust alignment a little to match the railroad planter
Retake triangle planter icon, fixed alignment
Fixed warning spam when cooking food in the cursed cauldron
Fixed meat losing it's stack size when it spoils
Fixed hopper removing any item attachments from weapons/armour it picks up
The item contents should only be removed if the item is a backpack
Also added a few checks to ensure the rigidbody exists before trying to modify it (modded issue)
Alright forget it for now
No - it hates what. What if we just try one
Compile some dlls explicitly with composite mode
Leaderboard backup, run #
18149
Fix hashcode overflow in editor tool manager
Draw game object name with component name for component control widget now that component doesn't do it with ToString
Fix gameobject control widget "Find in Scene" not pushing to undo
v_m4a1: trigger, trigger finger, and bolt now animate when firing + improve camera positional animation during Deploy
FPArms: fixed Shared_Fire_Rifle_01_delta (specifically!) not turning into an additive despite being told to, and disobeying without even having the decency to throw a warning or an error in the logs, giving rifle weapon meshes a 1/10th chance to randomly explode when firing
Fix master volume not updating from convar in mixing thread
FPArms: make the other shared fire delta anims subtract from their last frame instead of their first
Add physics world to listener so sound occlusion knows what to trace against
Fix input getting stomped when applying direct mix
Sound box uses the closest listener
Maintain a list of sound listeners and use them to mix if the sound can be heard from them (sound is played from same scene as listener)
Use a default sound listener if none were added
Make sure sound handles always have at least one steam audio source
Make listener disposable
Make sure direct source has correct listener pos
Disable scene default sound listener if there's other listeners in the scene
random enemy spawning
less gibs from explosion deaths
berserk perk and some others
bullet homing perk etc
rework bullet homing
bullet homing fixes
more perks, bullets can bounce on arena bounds
bullet splash dmg perk etc
Don't do atmospherics on toolsvis wtf
Make sure LPVs and lightmaps are resident with highest priority for bindless rendering, same behavior as valve's doing, should solve the texture corruption in hammer maps