246,759 Commits over 3,928 Days - 2.62cph!
special spitter
spitter elite special
dont despawn enemy bullet if it kills player
spiker special
charger special
Leaderboard backup, run #
15869
Fixed asset labels on all new shields, manifest
Only apply auto turret behaviour when actively bocking with the shield
Some protection value changes
If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield
Adjusted improvised shield collider
Update attack loops on reinforced shield
Delete animator controllers for wooden, reinforced and improvised shields
There are overrides setup for each shield viewmodel variant, we should be using those
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
Horse proper headlook setup, disabled old headlook
Horse mountable blend tree tweaks
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
Can quickly open the prefab from CardRow
Major wip:
- Set up fractional reload
- Setup fast reload values (purely wip and testing)
- Setup Mini Crossbow script (sets shots left value)
- Use shots left to blend anims
WIP Card Explorer editor window
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
Don't allow the shield to block while the held weapon is playing it's deploy animation
Use GameLoop.Instance where necessary
Clear readied players on round start
Fixed ready up sound being 3D
Chatbox TextEntry font changed
Fixed player friction being incorrect
Fixed Pixelate effects getting stuck on-screen
Only perform damage number effects on players - this was spawning at world origin if we hit the map :x
Don't use bebas for the chat font it was driving me absolutely insane
Don't count spectators in Readying system
Super simple spectator camera controls
Combat sound overlap fixes, create spectator prefab, don't create player if we're spectating
Clamp gravity to a sane amt
Validate deck inventory
WIP big refactor to support non-playing players (spectators)
updated triangle planter, fleshed out prefabs and now as a deployable
scripts may need checking over
Merge from scrap_exchange_dynamic_pricing
Fixed the out of stock calculation not taking into account the new scrap multiplier
Fixed a couple bugs from test
Fixed merged autotiles not patching themselves when erasing nearby autotiles
Do tile validation before updating bitmask instead of during so tiles destroyed after those that already updated their bitmask don't leave behind invalid tiles
Fix Autotile Rectangle Tool
Fix all the issues that the last 2 fixes caused
wardrobe_01 updates
+ wood_trim_polished_blend_02 meta
Fix disabled audio source warning when reconnecting in range of an active car radio
Move joint OnBreak action to breaking group
Add buttons to joint break and unbreak so it can be toggled from editor https://files.facepunch.com/layla/1b0311b1/sbox-dev_uEafwaFZFI.mp4
2x2 Edge now has proper tile count
Added bitmask mappings for each valid autotile position of 2x2 autotiles. Now all brush types are officially supported
https://files.facepunch.com/CarsonKompon/2024/December/03_15-57-FlakyPlanthopper.mp4
Fix rectangle delete not deleting non-autotile tiles when in autotile mode
Placing Autotiles near Autotiles of another type while merging is enabled will no longer override the old tile type
Autotile Merge setting now visually shows how the merge will end up looking (although not yet functional when painted. will need to refactor how autotiles are saved)
https://files.facepunch.com/CarsonKompon/2024/December/03_16-32-RegularAfricanbushviper.mp4
Add Joint.IsBroken
Add Joint.StartBroken
Add Joint.Unbreak() to activate the joint after breaking
Add Joint.LinearStress/AngularStress - mostly to check current impulse against break limits
Spring joint impulse checked against break limit seems to be negated?
hoover mat tweaks
added another wood_trim_polished blend material
wardrobe_01 initial commit
Change tile guide asset names
Added 256 tile guides
Can now create Autotile Brushes of each type. Remove Corner Type
Implemented 3x3 Complete (255) Autotiling
Fix Rectangle Tool preview
Brush Rotation no longer incorrectly displays Autotile preview
Paint Tool now supports 2x2 Autotile Brushes
Fix issues when using Round brush with 2x2 Autotile
Added descriptions to each tool Property
Added "Merge Different Autotiles" Brush setting.
Fix eraser not drawing above other tiles
Check for the validity of a 2x2 Autotile existing when painting/erasing
Maintain 2x2 validity check while using 255 size bitmask
Ballista
- player anims for up/down
- added player anims to animator, set up blendtree with up/down animing to use up param
- tweaked start position of lever on ballista anims
- tweaked eye position & hand ik on entity