239,366 Commits over 3,837 Days - 2.60cph!
Nexus ferry path stub, wont implement for this update
Refactor to support including more ocean paths
Added support for showing harbor approaches
Unsaved work, change the bundle manifest to a straight list of bundle names as the new build process doesn't produce manifests
Respawn players in lobby state too
Fix shitty hack on RenderScene()
Use display name from connection
Player dont collide with player (move helper will still collide)
Add time since last connect to prevent join spam for lobby
Set launch mode to normal
Remove this log, add resources
Add post processing effects
Better ragdoll + remove disease when time is up
Implement Drop Random Bomb and Teleport disease effects
Add break method but I think model needs updating break pieces
Fixed a bunch of collision issues - pickups destroy when exploded
Winner display fixes. Lobby state = paused
Clean up maze parameters
Tweak held item animations
Fix scene mesh export not remapping face indices
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
CollisionRules cleanup to make it queryable in C#
Add WithCollisionRules method to SceneTrace, PhysicsTraceBuilder
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
Fix unit tests not finding system assembly refs
Add Sandbox.Filesystem and Sandbox.Compiling
Mark citizen IK bones as hidden so gameobjects aren't created for them
Leaderboard backup, run #
11706
Bone gizmos https://files.facepunch.com/layla/1b1211b1/sbox-dev_JyFl9Jtw4A.mp4
Leaderboard backup, run #
11682
Added more TreeLOD tests for bushes
Spawn objects facing random directions
Seekers
Merge from hackweek_combat_playground -> aux2
Add convars to scale throw distance of grenades (so right click can be a short toss instead of droping a live grenade at your feet)
Merge from hackweek_combat_playground -> aux2
Try disabling ambient volumes (the thing that makes it dark inside buildings) to increase visibility
Merge from hackweek_combat_playground -> aux2
Add `barricades_in_monuments` convar to allow barricades to be placed anywhere in monuments
Add `barricades_decay_override` convar to set forced decay time of barricades
Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value
Invalidate light cache when a light moves
AStar, add cycles during maze gen
Add LookAt component, pointing at the bouncing target
Fine tune ruleset, add more gems
Hook up bouncing target button too
Fixed other buttons being broke
Use actiongraph to add a couple of buttons that control the target's distance
Hooked up first moving target
Cliff progress
Greyboxed coastal cliffs
Prototyped a walkable sloped path that will allow steep cliffs to be climbed
More work on the hill cliffs
Greyboxed coastal rocks and did first placement pass
Deleted obsolote files
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Treasure, stacking, rework exiting
Add shooting range target mat
Merge from hackweek_combat_playground -> aux2
Overheating now causes food and hunger penalty instead of health loss
Clean up, move everything into OpenXR class