243,418 Commits over 3,898 Days - 2.60cph!
Imported Wall Mounted Coat Hanger Textures and Models
Added and Setup Wall Mounted Coat Hanger Prop Prefab
Setup Wall Mounted Coat Hanger Material, Colliders and LODs
Added/Updated Ground Slam Particles, reduced hangtime from standstill
Reduced Dive cooldown
Pressing SPACE while dialogue is typing will instantly finish typing instead of skipping it. Then next SPACE press will skip it.
Fixed animations not looping and instead just playing the first frame
Fixed query mode Sync vars
Clean up
ui z-index + coin fade out
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
Update FuncButton
Update .gitignore
Player can pick up and drop
vdf FileExclusion is probably case sensitive because why not
Add ISceneEvent<T>.PostToGameObject - to target specific GameObjects with an event
Add IGameObjectNetworkEvents - https://docs.facepunch.com/s/sbox-dev/doc/igameobjectnetworkevents-fj9F6GvG5S
Tweak Rigdbody networking, so that when it works it will work
don't store pos if we are on a platform
remove logs
Store last safe pos, respawn to that location
Fade to black
Revert "If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )"
This reverts commit 3d84d6b56d8d948c5212e13e69ab82a2fc4af264.
Merge: from main
Tests: none, trivial changes
Fixed a few asset source reference paths from moving repo
New Crowdin translations by GitHub Action
Fix warning in PluginData
Fix item text in HUD not being localized
Fixed shipping source to all the citizen clothes unnecessarily
cave_medium_hard terrain anchor tweaks to prevent it spawning too close to river
merge from fix_monument_scenes_osx -> main
Disable monument scenes by default due to issues with unix paths, path capitalization & lighting breaking inside certain monuments
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PhysicsSpring.Maximum defaults to float max
WIP pistol aimpose setup (using python as test)
Fixed not being able to switch to weapons that aren't using v2
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )
Fix Depth::GetLinear and add Depth::Linearize
Leaderboard backup, run #
14332
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones
Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
Rubert and Ginnle NPC anims
initial commit
spawn soldier
uncommented more
ammo item
Client and None compile fixes
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars
IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
better controller support
Added <bold> <shake> and <wiggle> tags
Shader supports object triplanar
Slidecube scales planar
Animations is now a list that can apply to multiple targets. DefaultAnimation still targets SpeakingObject for convenience
Pre-calculate parsed dialogue at the start of each entry, so box doesn't resize with the dialogue
Added support for <anim:x> tags in dialogue
[pick] Fix Depth::GetLinear and add Depth::Linearize
fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections
https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png