255,210 Commits over 3,990 Days - 2.67cph!
Fixed spears getting offset in hands when attacking while holding a shield
FX Orientator prefab for debug.
Explosive ammo stuff.
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add geo to shovel, mmm roundness
metal_details_02 trans map adjustments
added metal_trim_painted_blend_03 mat
tool chest WIP
Some cleanup
Retire more editlogs
Added ballistagun.reload command, can also take arguments: "ballistagun.reload 1" will load a hammerhead bolt, 2 an incendiary bolt, etc
Knight armour world model fixes
Fixed knight armour viewmodel not showing
Merge from lunar_new_year_2025
Can now mount and open the catapult basket even when the catapult is not reloaded
Leaderboard backup, run #
16893
primitive -> 4ShotMiniCrossbow
merge from primitive -> aux2
merge from primitive_gm -> primitive
Ensure on the server that items can't be crafted in the wrong era
Make pistol ammo loot only as well
merge from main -> primitive_gm
merge from fix_amplify_import_times -> main
Make chainsaw and jackhammer only available from loot in primitive era
Change era restriction so it's a whitelist of sources you can get it from instead of blacklist of where it's blocked
- unless unassigned then it means nothing
Add support to only block items from certain sources inside an era
- example: making jackhammers available in loot but not available from vending machines
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Die if we dip below 1 health, ceil health on hud, resolves #73
Ammo bolts
Fix crossbow item using wrong model
catapult.reload command can now take arguments: "catapult.reload 1" will automatically load a boulder, 2 a firebomb and 3 a propane bomb
fixed lumberjack hoodie skinning issue - rebuilt prefab
Added CTakeDamageInfo:Set/GetWeapon()
FireBullets sets the inflictor to the weapon firing the bullets for HL2 weps
Base weapons SetWeapon on CTakeDamageInfo
Also set correct inflictor where necessary, such as NPCs shooting weapons
More corrections for damageinfo weapon/inflictor
HL1 weapon inflictors/weapons
Don't try to play voice on dedicated server
Added per-ammo firing effects to the ballista
Added global hit effect to the battering ram
Unconnected ShaderGraph inputs with a default value will now draw the default directly on the plug. Can specify default properties with BaseNode.InputDefault.
https://files.facepunch.com/CarsonKompon/2025/January/15_12-07-TrustingSeaslug.png
More ShaderNode improvements
- Exposed InputDefault to all nodes that needed it
- Fixed icon drawing on a few Binary nodes
- Added color pickers to Blend node
- Can now specify certain default values without a connecting node for Remap, Lerp, Apply TRS and Smooth Step nodes
- Fix incorrect input types on a few nodes
Burst cloth setup on ropes for snake mask
Added per-ammo firing effects to the catapult
Added catapult.reload command to instant reload nearby catapults
Merge from steamworks_161
Increase workbench tax in primitive gamemode
T1 0% -> 10%
T2 10% -> 20%
T3 20% -> 40%
Update Facepunch.Steamworks to use Steamworks SDK 1.6.1
Rewrite undo for Mutli Edit
4ShotMiniCrossbow -> primitive
Update: DemoServer - implement fixed step playback
- Should keep demo stream consumption stable
Right now we're streaming too much data(at 30hz with ~200hz editor sim), which trips up a number of violation checks. Going to try tweaking the number to see if it helps with reproducable results.
Tests: played the demo twice - the step count was the same, but the result numbers were different.
Added different animation curve for reload rotation