244,457 Commits over 3,898 Days - 2.61cph!
NetworkHelper, PlayerDresser
Added hex-a-gone prototype
Add basic movement, third person camera
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
Replace menu music with something that makes people less angry
Loading screen music only plays on first loading screen
Fixed spraycan menu not interactable
A new start, reformat project in scene
Wider and stronger lakeside topology for lakes and oasis UE's
Fix TimeSince/TimeUntil getting fucked when playing in editor
Fixes sbox-issues/issues/6312#issuecomment-2309487594
Update: MusicManager.ClipPlaybackData now implements IPooled
Tests: booted in local session, no exceptions
Committing WIP work as need to switch branch
Update: MusicClipLoader.LoadedAudioClip now implements IPooled
Tests: booted in local session, no exceptions
Updating: EngineAudioClip.Grain implements IPooled
Will need to explore further if it's dead script
Tests: None, trivial change
Removed missing guid rocks from craggy
Merge: from main
Tests: none
Don't hide moderately downvoted games
Better gamejam list
Leaderboard backup, run #
13492
Shop UI now closes if vendor dies while player is shopping
Setup placeholder clothing loadout
Add NPC/vending spawners to water well C and E
Lowered chance of teas in food cache loot table
Protobuf restructuring, save next refresh time
Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
Scale music volume using mixer
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
Merge from npc_dynamic_pricing_updates
Changed the default npc vending machine price update frequency to every 3 hours (was 5)
Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively
Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly")
Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
Added a new physics material - cactus
Uses same settings as grass, currently has no decals
Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants
Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
(on the right branch this time)
Added a new physics material - cactus
Uses same settings as grass, currently has no decals
Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants
Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
Log pile AO doesn't go pure black in the middle.
Testing less washed out color grading. More oldschool.
Fixed DPV client-side speed calculation being weirdly variable. Use fixed network time
Merge from hackweek_accessibility_colourblind
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
Merge from hackweek_accessibility_colourblind
Make AccessibilityComponent abstract
Don't recreate the decal material if not needed
Music Slider on Main Menu now affects the Main Menu Music 🫡
Small tidy up in bike class
Gave DPV a little more power, felt slow on real-sized maps
Change icons for Recently Updated and Recently Played so there aren't any duplicates
Fix GameTile BuildHash not including the TileSize, causing tiles to be perfect squares until hovering for the first time.