255,286 Commits over 3,990 Days - 2.67cph!
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
- manifest - smoothed out the barrel rotation code
Merge from weaponrack_backpack_slot
Scene testing dynamic action graph properties
Add scorch to explosions
Reduced shell bounce sound range significantly
Setup weapon rack configs for all shields
- Redone arrowhead display system to be closer to regular crossbow
- Use hashset to store enabled arrow heads
- Move scope attachment point closer to front of barrel to move fov area forward
- Increased default fov
Upgrade to Steamworks 1.61
WIP due to server list crashing for some reason
Manually marshal server list filters to fix crashing
Add SteamTimeline
Merge branch 'steamworks161'
Can now place equipped back slot items on weapon racks if you're not actively holding a weapon/item (that will take placement priority instead)
Backpack weapon rack configs.
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Restored old horses behaviour to be like on release
Add sbdm.maxdecals
Throw assert if calling GetAmmoCount with null AmmoResource
remove deploy animation loop time
Hide battering ram head item
- Only allow holo and simple sight to be added to mini crossbow
Add IGameObjectDestroy scene event
Started on #1773
Dynamic properties API tweaks
Dynamic properties tests
Basic get / set node
WorldModel/BaseCarryable doesn't define/implement backpack feature, instead send events on creation/destruction of WorldModel
Add WeaponPlayerAttachment, can either attach a prefab (that'll get spawned) or a referenced GameObject in WorldModel's hierarchy
Don't need these
Blowpipe reload update and view model camera pass
Lunar new year mask added.
- set up prefabs
- added materials
- added model
- added textures