243,337 Commits over 3,898 Days - 2.60cph!
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Increase second rad pool height so its easier to drink from
Capitalise code folder in game minimal template, resolves Facepunch/sbox-issues#6331
wip map, player movement adjustments, double jump matches standard jump power
Merge branch 'main' of sbox-frankly
Merge: from item_pooling
Fixes NRE when saving a player that was killed while crafting items and returned items would stack with existing inventory items
Tests: crafted low grade fuel with 1 extra fat in the inventory, killed before finishing the craft and saved the session on the server - no NRE
merge -> world_update_2 (have to do this again cause of last conflicts)
Refix: Had to remove due to merge conflicts
Merge: from main
Tests: editor build
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Simple menu flow, just so it's there
Clean: remove CancelTask ReturnItems param
Param was always set to true.
Tests: Crafted to completion and with cancellation (voluntary + killing)
Fixed HUD not working, removed MapKeys system as it's not relevant to this game
Motor plays some sounds when pressing/releasing
Update: rewrite the same bugfix a bit better
- More explicitly explained why it's needed
Tests: none, trivial change
Rename player prefab
Player interaction using IPressable events
Add Interactable
Fixed drinking from rad water sources just providing regular water
Bugfix: Release items that we've moved from crafting tasks back to inventory.
Tests: Crafted low grade fuel with 4 fat in inventory, then killed self mid-craft and saved - no NRE
slightly increased hcr damage falloff distance and projectile velocity
bc - brought root motion strength on frontier hatchet up slightly from zero
Added more anchors to all hill cliffs to prevent terrain holes
Motor has a line to the scene's exit gate
https://files.facepunch.com/tony/1b0111b1/sbox-dev_KPfHY4y9m8.jpg
Add addon .sbox/ to gitignore
various mesh fbx location fixes for VMDL
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Jalopy model with adjusted correct suspension travel
Bump `cvarlist` buffers from 128 to 1024
Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
toothpick and book mesh check vmdl fix
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
steamApiDll wasn't being populated properly, so it'd never free
Dynamic edit menu, show top undo/redo entry name, disable if nothing on stack
https://files.facepunch.com/matt/1b0111b1/0jX7JegPIJ.png
Generate an action invoker component for each ISceneEvent interface
Create gates and motors, testbed scene, prefabs
exported edited dpv player animations
merge from world_update_2
Add CanPress to IPressable
reapply
105536 Reduced river rocks density by 50 percent according to feedback
Button auto-reset works, Add OnStateChanged
Crosshair tooltips
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
Start pushing some stubs / general data prep for the gunsmith
Set compression to Normal for all cliff textures
Catch possible NRE
Expanded logging for cases where Package.FetchAsync can fail
Don't bother with cloud stuff if the backend isn't available
Attempt retries when failing to save asset metadata
Fixed hardside wallpaper rarely considered inside when building rock bases
Add @RickGreeve's beautiful new incendiary grenade