241,220 Commits over 3,867 Days - 2.60cph!
added metal_painted_c + rust_b + rust_c + appropriate blends
https://files.facepunch.com/jason/1b1711b1/opera_ICEI68gxPM.png
Refactor levelling progression to be static, with a link to the component for displaying levels for others - so we can get this data in menu
Refactor progression around a generic enough persistence system
Moved the rest of the assets to Asset Party
https://asset.party/facepunch/sboxassets
-This should be all the assets moved over now, I may have missed a few uploads
Minimal Template pawn use Cloud.Model Watermelon
FPArms: shadow-blocker mesh prototype (kept disabled for now)
Merge from airpatch_media
Relax non-ironsight fire scale
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
Merge Main -> Experimental
Fix missing code from previous commit
Another fix for the boat drift system
Animgraph: Default fov back to 60
Remove use of CancelWebAuthTicket in WebSocket.Connect, was crashing dedicated servers
General improvement to boat drift-to-shore. Added InvokeRandomizedFixedTime
tweaked cutout spider web mesh positions to match older mesh positions, used one of the cutouts as the guide mesh
Clear burst fire state if we run out of ammo while bursting
Set up ironsights through Max's anims
v_usp: set noise idle layer to 9 fps playback instead of 10 so that it desyncs over time with the breathe idle layer
Animgraph: Save and restore camera settings
Leaderboard backup, run #5262
Combat misison pt2 setup, bear spawning
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Animgraph: Enable settings button for scene widget to control lighting rigs etc
Animgraph: Hide gizmo and ground plane when locked onto bone. Default fov to 90 (max requested)
Fixed acquire mission objective type not properly registering items acquired that get stacked
Set up misison flow and conversation for hunting/cooking mission
Merge global_networked_bases/proper_disable_command
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shock target wip
more shock target
delayed shock
delayed shock particle
v_mp5: implemented ironsights (see commit comment)
Ironsights can be either code-driven or mostly animation-driven:
• "ironsights" enum, default 0. If set to 1, will trigger the different layers and behaviours required, but will not offset the weapon. Consider it to be a "do the offset yourself" mode. 2 and above will match the different attachments available on the weapon.
• "ironsight_fire_scale" float, ranges from 0 to 1, default 0.5. Choose how much scaling down to apply to the firing recoil animations while in any ironsights mode.
Add `InstancingConfigComponent` to root level of component
Add option via the config to disable instancing on a prefab
Disable instancing on `junkpile_i` as it uses a cliff child prefab that supports instancing
Also disable instancing on portal prefab
Clamp panel scroll so you can't hyperscroll into oblivion
Add Editor.MapDoc.MapStaticOverlay
RenderAttributes.GetInt return type should be int not float
Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party
Dragged static overlays use material mapping size
Fix crap overlay angles from normal
Fixed overlapping IsInTutorial and LoadingAfterTransfer flags