253,069 Commits over 3,990 Days - 2.64cph!
Remove DebugOverlay.Sphere in PlayerController
Add OnParticleDestroyed to ParticleController
merge from primitive_gm -> primitive
Prevent scientists moving too close to player when seeking cover
S2P monuments with train tunnel entrances
Aa some movement tests to quickscene
Tweak player movement
Use ComponentUndoScope for pasting values it's slower but more readable
Rewrite all meshtool undos
No need to log that we can't find sound event if we're headless - we won't be playing any sounds anyway
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Up TEXTURE_COMPILER_VERSION_MIP_GGXCUBEMAPBLUR version ( Negative cubemap color check )
Speed reduction functionality
Added the stencil lighting method for rendering environment volumes
Horse whitelisted on monument static elevators
Keep dedicated server alive when reloading a game. Allow managed to decide if a connection should be accepted. Improve auto-retry.
Added net_dump_objects command to print all networked object names to console
Hide a dedicated server from the server list when disconnecting - re-enable it when a lobby is created again
Only auto-destroy the Player if we're the host - ensures game state is right
Add component that plays only self collision sounds, add to bullet eject prefab
Get rid of the game / overlay render code in ViewModel because it's fucking up some of the guns (ones we're using mp5 anims for)
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texture tweaks, set up wallpaper item files with correct icons, tweaks to alpha so holes arent as big
Add trash pile to ferry terminal train entrances since it's a different prefab
Add Collider.IsDynamic
PlayerController doesn't slip down slopes when standing still
Tweak ladder movement code, more grippy, faster
Add PlayerController.UseLookControls and PitchClamp and LookSensitivity
Update Facepunch.ActionGraphs to 1.9.18
* Fix switch node regression with mixed async case bodies
Horse AI collider moved to server only
Re-enabled the minimum speed required to take damage, collision damage is still a bit weird.
Add trash pile to block train tunnel monument entrances when train tunnels is disabled
Add support for prefabs to be enabled to block the train tunnel entrances when train tunnels is disabled
Fixed last missing worldmodels
Test reproducing #20
Fix #20
updated wallpaper textures with less damage and darker tears and rescaled to 2048
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cherrypicking lunar_new_year_2025 changes
Add test for Compiler.CopyReferencesFromArchive
Facepunch/sbox-issues#7317
Manifest
Set up new wall divider items
Don't pick up gun item if we have max ammo
Compiler: copy references from CodeArchive
Was causing assemblies to be loaded in the wrong order when joining a server, so old versions of assemblies would be referenced.
Fixes Facepunch/sbox-issues#7317
explosive oil drum fixes
vmdl recompile
rake mesh adjustments
Fix a couple of NREs in resize gizmos
Rewrite inspector undos for component list
Simplify terrain drop undo
Initial attempt at new property change undo
PropertyChange undo now only undos the changed prop and not the whole component.
Ammo is a game resource now
Update skin list, make pack item for wallpapers
Add PlayerController.BrakePower
- Player will stop instantly when direction input
- Player will reach max walk/run/duck speeds
- Player will slow down quickly when switching from run to walk etc
Disable following monuments in primitive
- nuclear missile silo
- oil rigs
- excavator
- underwater labs
Create ScriptableWorldConfig so we can override terrain generation for each gamemode
- have to use a new object since gamemodes are spawned after the terrain is generated
Removed the hardcoded light intensity change
Added a slider to each PropRenderer to control the intensity of both lights
Don't clamp Collider.Friction
Merge from train_tunnel_altitude_2
Added EnvironmentVolumeCheck to check if a prefab overlaps certain environment volumes and reject placement if it does
Added EnvironmentVolumeCheck to cliff_jutting to prevent them from overlapping the underground train tunnels