244,577 Commits over 3,898 Days - 2.61cph!
Merge from world_update_2
Added MaxStack to Item Resource. Items with a MaxStack of 1 do not show amount in inventory/hotbar
Added `hc2_giveitem` command to give yourself an item (only works in Editor)
Switch from StreamWriter to Utf8ValueStringBuilder
- ensure the struct is passed by ref
- Clear() instead of creating a new one for each upload
boat vertex colour, fish shoal tweaks, a lot of set dressing and balancing
Merge from world_update_2
Better line of sight checks, fixes various building blocks blocking wallpaper placement, pickup and reskin
Also added a line of sight blocked toast
Reset HoldType when unequipping weapon
Whoops forgot to commit this file 💩
Added SMG and Sword Weapon Items, converting both to prefabs. Give items to the player on start if they don't have them. Holding the item will equip/unequip the prefabs
Fixed another TerrainTexturing error while in edit mode
Remove TMP extension overwrites because our TMP is outdated and it won't compile
Added ActiveSlot with mouse wheel/number key inputs. Dispatch ItemEquipEvent/ItemUnequipEvent when changing slots
Network resource nodes in procgen.scene
Inventory now works on connected clients - Pickups still TryGet
Made the resource nodes in mob_testbed networked
Remove inventory debug logs
Include item_icons/*.png in Resource Files
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Backpack/Backpack Pelts setup
Fixed UVs on wallpaper block meshes
Added first pass subway tile wallpaper variants and added to skin list (temporary icon)
rough rock
Merge branch 'main' of sbox-hc2
Merge from world_update_2
Fixed TerrainTexturing error while in edit mode
merge from main -> monument_scenes
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Hook visual logger to AI code and have it wrap ddraw
Wander component to help simplify mob state machines
Use wander component in roller
Make sure mobs are networked
Roller should charge a bit beyond the target
Updated Chicken and Wolf ragdoll. Changed location of head collider on both chicken and wolf ragdolls. Updated chicken ragdoll character joint limitations.
Destroy voxel model on component destroy
Water barrel accepts radioactive water
Generate mesh collision for chunk mesh
Replace tree branch with tom's new model
branch
Merge branch 'main' of sbox-hc2
Player is now splashable by radioactive water. Irradiates players.
This means sprinklers filled with radioactive water will gradually radiate any player under its spray
Add editor window similar to unreal's visual logger for easier AI debugging
Add depletion stages to rock node
exported the wallpaper view model rig and animations and made a viewmodel.prefab for it and wall paper animator
Inventory Saves/Loads with Selected Character. Replaced GiveItem with TryGiveItem. Added OverflowContainer
Add Inventory separate from Hotbar. Giving items to the Hotbar will overflow to the Inventory (and vice versa). Can view inventory in TAB Menu
Inventory HUD slots update properly. Other inventory fixes
IsValid check for Local Player on Compass so there aren't errors on first load
Add item icon editor, tree node, tree branch item (pending model)
Update: Rewriting ServerInfo to use StringView for Tags
This revealed a bunch of other dependencies that needed to be updated. Some of them got plugged up by string copies, some by uninmplemented StringView.Substring. Overall, seems doable, though revealed a number of shortcomings - for example, we'll need to implement our own <numeric>.TryParse(StringView) logic. On the flipside, it allows us to do String pooling a bit more aggressively in our steam library(if we decide to go that far).
Tests: Opened GameServer, observed list being populated and interactible.