254,385 Commits over 3,990 Days - 2.66cph!
Additional debugging
Further optimisation to zone score updating
Added a button to toggle nightlight in the Workshop scene
fixed tier 3 lootbox rotation
'DM Tier 3 Lootbox.prefab' updated
Ensured start spinout is called on death enter instead
Fixed some extra unwanted state transitions
When in debug camera, instanlty disable nightlight instead of fading it out over a few seconds (if nightlight_debugcamera_enabled is false)
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Publish: handle libraries referencing each other during compile
Fixed 'env.nightlight_enabled' convar not being evaluated during the whole night
Added 'debugging.debugcamera_nightlight' to disable nightlight when using debug camera, off by default
Retain upload case sensitivity when upload a source package
Wrap FileSystem.ProjectSettings in a AggFileSystem, so when it's disposed it doesn't dispose the package's filesystem. What a fucking mess.
Move CreateProjectFolders so it can be called from elsewhere
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Added UnicastAttribute / codegen
Warn in OnObjectMessage if ActiveScene is not set
Document UnicastAttribute
Prepare world item prefabs, updating the physic mat on all of them to the new one. The new physics mat is a specific one for dropped items, so if we want to edit it again, we'll be able to just edit the mat instead of every world item
Upon changing a component type to abstract and you have component references, add it as a missing component
This is a better solution to case sensitivity
Merge from cargo_double_dock
merge from promote_leader_update
merge from vms_missing_renderer_scripts
merge from mission_improvements_may_24 (bandit_town.prefab kept source changes, will need another S2P)
merge from tree_serverside_movement
merge from viewmodelrenderers
Leaderboard backup, run #
11274
Manifest file upload check should be ignoring case
Fixed misconfigured viewmodel renderers on:
Cake
Flashlight
Beancan grenade
Molotov cocktail
Water bucket
Fixed both flamethrowers not being correctly marked as using the viewmodel renderer
Update FlameJet component so that it works in viewmodel renderers, just need to tick external update on the component and the parent EffectParent will handle updating it in the correct world space
Fixed gmod toolgun beam not using the right viewmodel space
Add legacy crane colliders (crane_tower_a_COL and crane_base_a_COL) from
60177 as new assets (junkyard_crane_base_a_COL and junkyard_crane_tower_a_COL) and apply them to the junkyard_crane_a asset
Update hard-coded string ref to the old material
Fixed promote button not working if player wasn't looking at the player they were promoting (now uses new promote_id convar)
Reduced dropped item friction a small amount so they're not so absolutely set on never sliding. Using 0.9/0.95 instead of 1, and using Average instead of Maximum for friction. Bounce settings unchanged.
Switched attack heli and minicopter from Continuous Dynamic to Continuous Speculative collision. Seems to behave better with dropped items (which also use speculative)
Attack heli collider edit
Edge split https://files.facepunch.com/layla/1b2411b1/sbox-dev_tJAwpCBX7h.mp4
Hide the bullet in the magazine if the player has one bullet loaded
Conversation screen styling updates