6,973 Commits over 2,741 Days - 0.11cph!
Flexboxed the ingame console
endgame console command takes you back to menu
Add BaseEntity.Transform, remove internal virtual funcs for position/rotation/scale
Fix some implicit casts in shaders
Experimenting with loading models on another thread
Currently collisions don't work for some reason. Only assimp importing runs on the
thread so this must be some other timing issue
Check for git build in project generator
Add a flag to prevent subassets from reloading because their parent will handle it
Use gamemode name instead
Generte launchSettings.json too
Overwrite nuget config if it exists
Add console command to refresh addon list, add button on menu to use it
Generate nuget config too, do cleaning in project generator
Clean up generted projects so it only shows relevant addons
Fix in root project generation
Can generate projects for addons outside of game root now
Making local addon sources merge together so you can use multiple
Fix enumerate performance
Allow writing again (files still need to exist though)
Enable asset server by default
Merge branch 'merge-localfs'
Enable asset server by default
Allow writing again (files still need to exist though)
Fix enumerate performance
Making local addon sources merge together so you can use multiple
Update Facepunch.Steamworks
Fix end game taking you through multiple (fast) load screens
Temporary fix for error spam on dedi
Addons load from the server properly now maybe
Strip names from Addon.json
Bunch of fixes for loding addons from server
* server now sends clients a list of all addons with versions
* removed name from addon.json, use folder name instead
* use correct path on disk for C# debug info (also applies to localfs)
Fixed a few errors from resolving addon versions
Make crosshair punch work again
Shift the tool menu to the left
Add version field to addons, load addons from the server if they are missing or incompatible
Extract velocity from position, mass changes which side pulls
Also fixed damping being applied multiple times and some multiplayer stuff
Made the rope a lot more usable
* supports multiple nodes, with branching
* players can (kind of) swing on it
* can be attached to other objects to hang it or to move things around (like towing he car)
ObjectiveCarry can be stolen and/or not allowed in vehicles
Experimenting with a rope item
Fix carry state not syncing properly
Don't interp from zero on spawn
Fix cannon smoke spawning at wrong position
Add the postprocessing back
Make the cannon more accurate in multiplayer by switching owner
Fix fire not killing you when you sit down
Fixed the player not staying with the seat in multiplayer
Can interact with something while flying the plane, add launcher interactable to spawn things
Made the EveryoneDead condition not get stuck if respawns are enabled
Add fire level
Allow changing camera positions when in seats
Fixed a bunch of things syncing transform when they didn't need to (might fix some recent bugs?)