243,194 Commits over 3,898 Days - 2.60cph!
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
Added Fishing SFX
First Pass on Fishing Minigame
Updated SpriteTools
Updated Fishing Minigame, now has results state. Difficulty varies a bit more.
https://files.facepunch.com/CarsonKompon/2024/October/08_22-32-MatureAmericancrow.mp4
Added a ton of different fish with different rarities
Fixed Item imgs not being contained properly, ParsedLabel has default formatting
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation)
S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc)
Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
Revert radtown scene to version from radtown_fixes, has more up to date fixes
NRE fix in SpriteEditor Preview when no icon exists
Merge from radtown_monument_fixes
Added a ServerTick method to HeldEntity, called when the player is holding it
Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this)
Shields can now take hits from server side projectiles like auto turrets and NPC's
magnum
ragdoll
zombie attack anim
soldier melee anim
collider changes
Added CanFish to ItemResource. Items can be found randomly from fishing.
Bobber now has a quick animation when there's a bite. Clicking during the timer will initiate catching state.
https://files.facepunch.com/CarsonKompon/2024/October/08_18-19-WarmSalamander.mp4
Load sound settings on start
Updated Fishing Rod sprite to include the bobber, updated LineRenderer to match line colour in sprite/palette
Create Sprites for a bunch of fish/fishing loot
Created SpriteResources for all the fish
Added ItemResource.IsSubstituteFor. Allows all grass types to be used for the same recipe
Relic now adds itself to your Journal upon the first use
Improved Fishing Rod visuals and made it more cohesive to the artstyle
Remove overriding SkyIndirectLighting to false in hammer maps, a lot of public maps are built without lighting and rely on IBL to have ambient lighting, we don't have a good way to tell if a map has baked lighting on MapLoader, better to just keep this on and let artist elect if they want IBL lighting by themselves
Add Surface.RollingResistance https://files.facepunch.com/layla/1b0811b1/sbox-dev_JICzg1spr4.mp4
Added ballista seat, prefabs setup
Fix Tile NREs in Dev scene
Adjust island layout, add more Relics
Adjust player layer distances/visuals
Added Fishing Rod & Fishing Skill. Fishing rod will place bobber at fishing spot and draw line to it. Animations for casting/reeling.
▌▅▇ ▇▄▍▊▍▉▇▉█▄▊▌▌▄▌▊▇▋▌▇() ▄▌▋ ▊▇▊▅▅▄▅ ▇▌▋▆ ▊▆ ▋ ▉█▉.▅▍█▋▋▌▊▄() ▌▋ ▄▇'▄ ▌▇█▇▆▆▆█ ▅█ ▆ ▊▌▅▉█▊▍▌ ▇▆▅▅█ ▄▍█ ▄▄▆▇ ▅▄▌▌▍▅▌█ ▆▆▅ ▍▉ ▅▄ ▌▊▄▊▆▋▆▄ ▋▊ ▅▄
Obsolete Surface.Dampening, unused, never has been
Reduce saverestore buffer to 12M to match x86-64
Don't display "Vehicle X has invalid wheel attachment" for airboat
Use localization strings for Legal tab in Options
Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt
Code cleanup
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▋▄▉█▆█▌ ▍▄▌▉▇▇▉▄ ▇█▇▉▌▆▌▊() ▊█ ▅▆'▌ ▉▍▊ ▄▉▆█▉▍: ▍▉██▇▆▋▌▍▇▊█▅▊▄▌▅▉▍() ▇▍▍▅ ▆▍▇▅▅▉▋ ▄▅▉█▉▌▅▇ ▌▉ ▍▌▉▌▊▇█ ▇▉▅ ▇▋▉▆▄▍█▆ ▉▄
Localization Support for Options (#2129)
* Localization Support for Options - Legal
* Add files via upload
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- ▋▆▆▅█▆▉▉ ▄▍ ▆▄▆▅▉▉ ▍▆▅▆▅▄▅█() ▌▊ ▆▄▌▋▄▇█ ▅▇▅ ▍▄▆▊▉▋▍▊ ▍▅ ▊▉▄▍▉▋█ ▅▋ ▊▅▌▆ ▋ ▄▉▊▆▍▍▊▄ ▌█▉▌▄ █▊▇▄██▊ ▍ ▊▄▌▅ ▆▌▆█▊▍▅▌ █▊ ▄▄
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
Ballista prefab setup, code baseline
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Don't run stepper unless we're walking
Snap velocity to travel direction
Disable collision sounds
Make player feet super frictiony
Same treatment for VM weapon flashlight
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
Tweaked flashlight lighting setup to faciliate our creative look-down pose
Add g_tint to gizmo line shader
Only rebuild colliders when they need it
Add .sbox to ignore
Update scenes
DebugDrawSystem
Physical character controller tests https://files.facepunch.com/424f0b37-e705-4802-87cb-f51c3bab46e6.mp4
Partial modifier and RPC build
- Scene updates
- Prefab properties populated
- Manifest
Fix NRE updating recent scene list
Updated Menu Avatar Scene so it doesn't use missing materials
- Initial launch point and mountable basic scripts
- Basic prefab setup
- Vine launch points can connect together
radtown_spline_fixes -> main
patrolheli_orbitstrafe_fix -> main
Relic always shows cost, regardless of whether or not you can afford
Updated relic visuals, item now floats on pedestal. Item sprite now updates when item on pedestal changes. Plays an animation upon purchase