254,761 Commits over 3,990 Days - 2.66cph!
Fix NavMeshAreas not linking to their collider correctly if deserialized in the "wrong" order
Apple pie temp icon, setup.
Ziggurat exterior wall lookdev progress (WIP)
Setup Bread Worldmodel and Item Prefab
Created Bread Icon
Updated Game Manifest
Reduce tiger charge range
Standalone: export presets
https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_zi12A4W7uN.mp4
Fixed catapult reloading issue in demos
Fixing stray vertex weights on catapult
Set eat anim to return to deploy anim when completed ready for the next food item in the stack, if there's any left.
Fix NRE when killing self
InventorySlot IsValid check
Shotgun uses correct muzzle transform
Can now specify per-item view models to use inside the food VM.
Shows correct ones, hides other ones.
Init in deploy.
Added another pie (apple) item for testing.
Standalone: move stuff over to whitelist system, remove EnabledAddons (we only have `base` now)
Fixed horse client speed calculations going crazy when scrubbing in demos
Imported and Setup Bread Loaf Textures and Materials
Imported Half and Full Bread Loaf FBXs
Updated all wheat meshes to make them look more agricultural
Setup Folder Structure for Bread Loaf
Standalone: core file whitelist, reduces minimal export size by 300MB (1.2GB -> 800MB)
https://files.facepunch.com/alexguthrie/1b3011b1/WizTree64_hoaOoWymnw.png
Removed Duplicate viewmodel and worldmodel FBX's
Changed worldmodels FBX name to make naming conventions
Allow custom impact effects through base player
Set pie VM animator to always animate.
Setup ViewModelRenderer scripts.
Re-nabled UsesViewModelCamera.
Pie eating.
Animator setup.
Added Consume event to pie eat anim.
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strangler fig models - LOD and billboards, materials and textures
Merge from train_tunnel_altitude_2
brought back older corpse ragdoll prefab for player corpses that was accidentally overwritten with the new temp ragdoll setup, somehow this didn't actually cause any issues beyond losing the corpse flies
Fixed ballista choppy up and down player poses
Rework anim parameter inspector to emit changed events (#1812)
Hold shift while mousing over timeline to preview without moving pointer
https://files.facepunch.com/ziks/2025-01-30/sbox-dev_DV3DchunYX.mp4
med ak viewmodel
- removed old ak mesh from prefab
- updated attachment positions, adding bepoke where needed
- updated deploy anim to fix bolt snapping issue (also improved finger pose to remove hand intersection)
Delete placeholder pie viewmodel.
Delete placeholder pie entity.
Moved to food_pie_generic entity.
Copied FoodModelView on to new MV.
Disabled my test consuming.
Fix warning in ModelInspector
Shotgun item model child was set to Never Network, so it was invisible for other clients. Fixes Facepunch/sbox-deathmatch#97
Fixed RidableHorseAnimation.GetHipBlendFactorAndSpeed NRE
Updated ammo prefabs to use Network Object mode and Clear Owner orphaned mode - still need updating in the Hammer map
static ballista socket mods tweaks, deploy sound
Restored sounds on static ballista
Setup crocodile pop to spawn only in swamp, riverside or lakeside
Fixed mounted ballista swivel rotations
Hook up Sound.Play delay parameter
AssetPreviewWidget builds dynamic layout, passes parent widget correctly
Add SoundPlayer, use as preview widget for sound files
https://files.facepunch.com/solw/2025/January/30_11-51-FarflungUrubu.png
PreviewSound automatically plays from 0,0
Remove opaque automatic sound playback from AssetList
Implemented static ballista rig and new anims
Fixed mount pole world rotation
Fix sphere trace returning incorrect HitPosition when using SceneTrace.RunAll()
Make crocodile prefer being in water when roaming or fleeing unlike other animals who try to avoid it
Rework anim parameter inspector to emit changed events