244,502 Commits over 3,898 Days - 2.61cph!
Fix PackageReviewNotification
Unified item headers, can delete leaderboard
Confirmation element
Leaderboard backup, run #
13396
River flow improvements (follows a sin wave on flat terrain)
River distance improvements (rivers keep a more reasonable distance from each other)
Burst compile the bone jobs
Small river width randomization fix
WIP clear held entity button, not working for some reason
Fixed pose window always saving data to ADS slot
Exposed fields on weapons to declare which aim pose data to use
Fixed component not working at runtime, can actually see poses in gameplay now
Fixed not being able to edit poses
Mask out aim poses on deploy
Show more fuel on the gauge for small amounts, since it won't often have big amounts in the 500-capacity tank
Wrote a new stability system for the DPV
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything)
Update the upgrader script to apply these changes
Show a message if the player tries to mount in too-shallow water, instead of just blocking the mount interaction
Working Left Hand IK implementation
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
Fixed BuildingPrivlidge.MenuDeauthorize_ShowIf NRE
clamped console autocomplete index to the bounds of how many options are available
Created LODs and baked LODs for hill cliffs
Added batching to all cliffs
Added splat masks for hill cliffs
Removed jutting cliff material variants
Moved game setup prefab on Refinery
Fade in GameHUD too
Added volumetric fog to main menu
UI buttons defined as an "action" will play a different click sound
Replace UI press sound as well
SoundEmitter can specify a target mixer
Main menu music uses "Music" mixer so it can be tweaked
Add camera shake to main menu, replaced ui button hover sound
Made some style changes to RoundState
Moved minimap, chat back to where they were before hack week
Framing out a respawning framework for gamemodes to decide respawn behavior
Added Editor Keybinds for Scene Mesh Operations, matching Hammer where possible. Also added Tooltip when hovering a mesh edit button to see it's Keybind. Resolves Facepunch/sbox-issues#6101
Missed some diamond wallpaper files
Created tiling blue diamond wallpaper, compatible with Wainscotting A. Updated Wainscotting A wallpaper to match. Updated skins list. Changed glossiness of venetian plaster set. Downressed some supporting textures in wallpaper set.
Can no longer create a Library with the same Ident as the current Game or another Library. Cannot change a Game/Library's ident to the same ident as another Library. Resolves Facepunch/sbox-issues#5466
Hook new wolf growl anim, make animator state generator case instensitive
Adjust MainHUD so a bunch of UI elements can be displayed while we don't have a pawn, including toasts, round info, kill feed, voices, scoreboard
Show programmatic name of stat in stats section
Can define default respawn state
Added PlayerInputRespawner
Update Game_setup.prefab
Default respawn state is delayed
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
Removed some main menu lines
stats/global returns stats that aren't registered
Player stats return stats that aren't registered
committing texture meta that plastic desires