255,072 Commits over 3,990 Days - 2.66cph!
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Server and client login updates
Automatically handle clan events from the nexus
Expose clan events to consumers so they can do extra stuff if needed
Make sure dynamic textures for units are unloaded
Removed broken com.unity.timeline package
Some SpriteAtlas unloading tweaks
Reduced resolution of some textures on Switch
merge from loadingscreen_tweaks - better fade on ultra widescreen
Added FPS counter configs to the options menu
FPArms: fists movement anim when running works now
Normalize fists move params
FPArms: updated fists animgraph
Allow the engine to switch us to keyframed if we're attached to a moving parent as this should be fine to do now
Add interacts exclude for static level, world geometry and player clip for triggers - fixes stupid load times for triggers that get set to keyframed but actually aren't
Hid MC Repair, Hab Repair, and ScrapTransportHeliRepair items
Turns out we actually do want keyframed client side - gotta fix rubikon instead
Disable all collisions and only enable touch on base trigger and precip
Don't default motion type to keyframed on client - we sometimes have client side triggers (func_precipitation) and it's causing rubikon to shit itself on map load
Map updates to Hop Stop
Cardboard hotspot 2
Fix SetupPhysicsFromUnscaledCapsule and SetupPhysicsFromUnscaledAABB still forcing us to keyframed - let us decide that
Backup 2022/05/12 18:50:00 UTC
Catch message error for now
Log.Warning instead of error for failed api messages
Fix up RunList
Fix whitelist check
wooden crate - changed gibs and texture
Strip out all the toolframework muting options
Increased LOD distance on oak trees and tweaked oak_d mesh to minimize pop-in
Move SurfaceTrigger init to Spawn not constructor
Topo masking & random scene stuff
Add description to prop_static
Hammer: Add toggleable fullscreen layout ( Shift + Alt + Z )
https://files.facepunch.com/matt/1b1211b1/sbox_0AAXaFMbCO.png
Add BindSystem.Flush (internal)
Add GameResource.OnEdited (called when it's been edited by the editor)
Mark ResourceId as not browsable
Rebuild sound event in OnEdited
In tools, try to load GameResource objects via the Resource system
Add Tools.Utility.NoteObjectEdited - for now this calls OnEdited if objectr is a GameResource
Fix combobox triggering valuechanged when setting value programmatically
Load GameResource properly from Asset.TryLoadGameResource
Remove the legacy color correction system (and color_correction entity)
This entire system is replaced by Post Processing Editor
New Makeup! - Tattoos, Freckles and Eyeliner
We have 3 new pieces for the face today! Like with the last submissions for facial pieces, the blendshapes do work in menu but will need some adjustments for running in game.
https://files.facepunch.com/daniel/1b1211b1/present_faces.png
Remove unused
Soundstack support entity attachments
Soundstack reliably place view entity sounds
Play weapons sounds from owner
Add AnimEntity.OnAnimSound + OnAnimFootstep
Play footstep from the world
Viewmodels try to play sounds via the owner
sound stack input_default_local_position no longer used
Tweak where the sound comes from for view entity
Tweaks to not break all addons
Update .gitignore
delete old textures
Partial backup to remove a bugged score
coaling tower greybox iteration - added interior
Add description to ModelDoc prop_data "Bake Lighting As Static Prop" so it doesn't seem unimplemented
Delete ModelPropData.AllowStatic - did nothing
Backup 2022/05/12 12:50:00 UTC
Have BaseGenerator implement IResettable
Add RoundStage enum
Set round stages as game progresses
Update generator times based on round stage
Don't show local player's nameplate
Add Announcement and Announcements UI items
Add Announcements to Hud
Send an announcement at each round stage
Updated Facepunch.ExpressionStrings
Add INameplate interface for entities to implement
Add Nameplate / Nameplate.scss
Implement INameplate for Player, ItemStoreNPC and TeamUpgradesNPC