256,610 Commits over 4,018 Days - 2.66cph!
Add constraint for occupied inventory slots
Add leather cap item
The game will end properly at 11 points. There's a few seconds between each point now too.
First draft at VR anchor editing. This is additive of any native playspace config you may have.
https://files.facepunch.com/devultj/1b1311b1/sbox_3ErsfgO5pd.mp4
Stash cell constraints - can't wear belt on head
Client-side constraint hints
Spawn player with a few more items
Fix skipping slot 0 on insert
Fixed client prefs error, added button styling, defaulted paddle angle to 90
Paddle Hand is visible - can turn it off in client prefs.
Add missing dependencies for msys
Merge from precision_fixes
Fix for shadows flickering when far away from the origin.
Fix for water flickering on when using jittered projection matrix (TSAA)
Cleaned up game loop, cleaned up serve decisionmaking
Updated camera and underwater postfx
Add msys2 binaries to subfolder of devtools
Cleanup
Pass shell variable to make, makes it so we don't need to hack the path in
Also pass shell for these rather than the default shell
Redo makefile_base_posix closer to what valve did but without needing much undocumented preconfiguration
Append the platform we are targeting, update vpc and gitignore
Hacky hack for preventing the paddle sound playing twice locally
Initialize anchor to prevent runtime errors
VR: Attempt to fix Index Controller joystick button input
Add VrAnchor, started work on client anchor preferences.
Refactored paddle hit to include hit position, should fix sounds from non-local paddle impacts
Send a hint to the serving player if they fail to serve properly
Fix realm for returning the ball on a failed serve
Re-enable giving serving ball in game loop
Add GameTask.RunInThreadAsync overloads which return a Task<T>
Make IsValid() extension method support nullable tracking so VS doesn't say things are possibly null when using it
Cleanup, don't allow placing items into occupied slots
Add leather belt
Skip input until player releases mouse after clicking an item
Item game resource
Align equipment slots, add main hand and off hand slots
Show items icon and name in ground labels and inventory
Fixed rain particles being always lit
Randomize creep speed/health, highlight the button that is active
better interactions with pieces and slots, map
Place item in first available slot
Add Client.VoiceStereo to control if voice chat is played in 3d or 2d
Call OnVoicePlayed before sound is output to give users a chance to tell the client how the voice should be played
Calculate drag properly, remember that we use kg/in³ and in/s² - fuck knows how what I was doing before worked in the slightest, this feels much better
Bounce a bit higher
Only use this paddle sound, it's cooler
Added missing .sound_c file
Clean up player input, hovering item labels lets simulation know you're hovering that label's entity
Make player walk to item before picking it up
Prevent building if it would block the path to the objective