240,767 Commits over 3,867 Days - 2.59cph!
Fixed check for if this is first time assembly is enrolled
Call TriggerRegisterEvent before OnHotloadSuccess
This makes sure that TypeLibrary knows about the new assembly before
things like EntityManager.OnHotloaded() get called.
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fix leaked resources when CSwapChainDx11 is resized
Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png
After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png
CSwapChainVulkan also flushes scratch rendertargets on resize
New Outfit Piece! - Chef's Skull Cap
https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg
LODs coming ASAP
Fix scene saving not using the extension
Initial states wip.
Held entities can now block sprinting.
Reduce movement speed and block sprinting when in sweetspot detection state.
Initial UI setup/prefab/boilerplate code.
Add SceneModel.AnimationGraph
exported new player crouch set of unarmed anims
Add some [Range] attributes
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Added console command to set player health, food and hydration.
skinning knife
viewmodel and world model / lods
materials and textures
initial prefab setup
Fixed spawnmenu cursor position resetting in certain cases
Reworked killicon library
Updated language files
Update string.lua
Rework killicon library
New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon
killicon.Add can now use .pngs
Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution)
Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon
Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment
UV support for killicons (#1158)
* UV support for killicons
* Update killicon.lua
Change UV material argument to path
Change UV coordinate arguments to pixel values
Fix improper sizes for UV icons
* Changed name to killicon.AddTexCoord
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Co-authored-by: AwfulRanger <AwfulRanger@users.noreply.github.com>
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Attempt at fixing contacts Graphics.CopyTexture error
exported new player rifle run and crouch animations
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Added hide sash convar. Will work on alive players and corpses.
Leaderboard backup, run #6730
Rads are now disabled whilst in god mode. Refillvitals now removes rads.
Basic initial item/prefabs setup
Improve look hit detection for custom weapon racks
legacy wood shelter final art / basic deployable prefab setup
merge from water-camera-fixes
Leaderboard backup, run #6725
First attempt at moving over the contents of the scene into the prefab
Some light scene reorg to better support this transfer in the future
Add CurveControlWidget
Add SceneCamera.Bloom
First pass on a mesh export of the terrain, mostly copied terrain shader across (see Tutorial Island_mesh in scene)
Adjust size of tutorial island prefab to match new design
Also adjusted network group handling to match
Turn off night vision goggles if mounted on a trophy
Merge TrainSignals -> rail_network_link
Small trophy font fixes
Large trophy deployment fixes
Fix brief green flash in a different way, without requiring recursive calls
Add RefreshLightState to profiler
Fixed bugs with signals that were right next to each other, etc. Killing my recursive RefreshLightState until I stop it stack overflowing on complex rail networks.
A proper signal light refresh system
Fixed wanted poster renderer not working if player hadn't opened the inventory yet in that session
Wanted poster person picker will now display players marked as an enemy in the contacts system