255,742 Commits over 3,990 Days - 2.67cph!
Update Gauss model to use blockout
Use correct model for Rpg item
Switched population to use the new horse prefab
Ranches as well
Same treatment for deploy mask
Ensured idle animation mask includes all hand movements
- Fixed broken masks causing jaggy arrows
- Ensured additive layer behaves itself
- Stopped double start of the reload animation
Reverted MenuUI.Options prefab to
109385
Codegen, manifest
Add WithAimCone extensions
Add radius to glock, python, mp5 weapons
Converted the environment volume depth pass to use the CommandBufferManager system. Also added support for viewing the effect outside of playmode both in the game and scene views
Add optional count badges to TabWidget tabs
Asset Inspector: always show ref/usage tabs, allow flexible preview sizing
Save asset browser filters/search between sessions, resolves Facepunch/sbox-issues#7247
Reduce horse skidding sound volume
Rename map - upload wip version
Armor slots UI/interaction
Use correct network orphaning for Rpg projectile - if we host transfer, it should naturally become unguided and continue moving forward
Rpg projectile is created by the host
Make the laser pointer for the Rpg visible for other clients
Fix Rpg guided mode
Fixed player and player body positions mismatch caused by the legs IK when riding horses
Added HorseSaddle
adjusted horse physics mat
- Sorted on attack rotation angles (they had messed themselves up)
- Implemented new all strings drawn anim into idle layer
horse skidding behaviour fixes and improvements
Implemented ILocalPlayerEvent.OnTakeDamage. Pass DamageInfo instead of just amount so we can get more info from the event
Added PlayerDamageIndicators Component, flashes a red vignette when taking damage
Added directional damage indicators when hurt
(lifetime is exaggerated for video)
https://files.facepunch.com/CarsonKompon/2025/January/08_10-07-TartFruitfly.mp4
ceilingfan_b prop
adjusted metal_trim_painted_02 tint properties
Merge LinearMove and Rotation into 1 component FuncMover
Add Additive and FogStrength to LineRenderer https://files.facepunch.com/layla/1b0811b1/sbox-dev_VnTl4GS71x.mp4
OnClothingChanged is now called if a wearable item's contents changes.
ItemContainer.ContentsHash now includes sub contents.
Client & server both update proteciton values when armor inserts are applied.
Final prefab & related files.
Func Rotation
Func Linear Mover
Trigger Push
Added jungle ClimateParameters
exported vm minicrossbow idle strings drawn back anim
Lets use a light for the rpg laser pointer
Add TemporaryEffect.CreateOrphans
Sex up the rpg projectile
Allow `.` and `-` in command names
HandGrenadeWeapon: use SwitchAway
Remove unused reloadTask from BaseCarryable
Fix NRE when bot task tries to respawn after ending game/exiting play mode
Use IsOwner checks instead of IsProxy in `PlayerCameraEffects` so bot players don't affect the local player's camera
Tweak gauss tracer, aimcone, give weapon icon
Added jungle biome to terrain backend and shaders
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
Uncomment now-working armour pickup code
Add Armour - when taking damage, take from armour first
ChargeStation supports armour, add armour charge station prefab
Fix dodgy masks on idle state
Add GameConfig
Add BaseCarryable.SwitchAway()
Satchel fixup
- Setup mask on string layer states
- Adjust some rotation angles
Gauss: fix NRE if we shoot in a direction where a trace never hits
Mp5: reduce punch/shake
Fix exception when changing weapons
Add basic bots can be spawned via `bot_add <count>`