243,025 Commits over 3,898 Days - 2.60cph!
pivot work on battering ram wheel
BC: separated origin adjustments between crawling and incapacitated wounded states
- stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
Added a system to show different gameobject based on whats loaded in the ballista magazine
Set up a different placeholder model for each spear ammo item
Fixed some client loading issue
battering ram shell temp preview
Update: Sneak in console cmds via command line
Need a better way in the future, but for now this should allow to control test conditions.
Tests: none (need to fix assetbundle copying first), though validated it sohuld work by reading through code
Added a power bar to show the ballista reload progress
Fixed issues when reloading with no compatible ammo in your inventory
Code cleanup
Merge from ai_wolf_iteration
Merge: from main
Tests: none
Merge: from main
Tests: none
Added Ballista item and constructable prefabs
Allow setting BindingSurface.ActionGraph
merge from main/Halloween24
Merge: from profiling_improvements
Just additional profiling annotations to fill in voids on FixedUpdate and UpdateLOD. Also editor microoptim in GamePhysics.
Tests: Rode a horse on Craggy and checked profiler for changes
BC: handling null player properly in teleport check (player preview)
Merge: from main
Tests: none
Merge from ai_wolf_iteration
Fix wolf slowing down before jumping on foundation
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes
- stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender)
- exposed LastTeleportTime in BaseMovement for this
IsAssignableToExtended thread safety
Fix NRE in SceneEditorSession.Resolve when an unsaved scene/prefab session is open, Facepunch/sbox-issues#6594
Fix for several item names when rendering unapproved skins.
▋▋▍ ▄▆▉▄ ▊▋█▍▋▍ ▊▊▋▍▋▌ █▆ █▆▄ ▌▅▌▇▍▆ ▅▍█ ▅ █▄█▆▄ ▉▍▇▄▌▉▍▇ ▉▅▊█▆▄▅ ▊▆▉▍ ▅▄
- ▊▋▊█▆ ▄▆▌▆ ▉▆▊▊▇▉▍█▇▉▌ ▌▆▆▇▌▍ ▌▇▉▅▉▉▄▄ (▌▅▊ ▉▊█▊, ▉▆▊ ▇▋▉ ▊▉▋▌▅▇▇, ▅█▉)
We can expose some stuff here, so that even if people aren't using built in stuff, they can still use some of the logic
Add icons to component header context menu
Move component enabled checkbox back to left
Leaderboard backup, run #
14909
Reduce ducked height slightly
Fix NRE in CreateLobbyAsync @solwllms
Add Landing/FallDamage outputs to BodyController
Add useful CreateRagdoll to BodyController
Completely remove PlayerController
Remove "shh" sound from Shush gesture. Added asecondary "Shush Vocal" gesture which keeps the sound.
Updated gesture assets with new icons.
Merge from set-layer-tool
SceneEditorSession.Resolve null check
Added some more checks to loading startup scenes. Facepunch/sbox-issues#6594
Disable front blurs for now
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
Ballista client compile fixex
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
Move on edge
Updated scenes
Setup for all weapon racks.
Camera zone changes
Camera only moves when the player is at the edge region
https://files.facepunch.com/louie/1b2411b1/sbox-dev_uD5mYz33cv.png
wip show medal times when hovering over medals in pause menu
Implement QuestResource and Quest save system
Created QuestUI
Created 3 starting quest lines
Player now checks for quests requiring items automatically
Fix ItemPickups deleting themselves in editor
Save System fixes
Fix a bunch of quest logic + did a bunch of quest cleanup
people lead targets
floater text
text render particle
build close button
survivor clothes