248,647 Commits over 3,928 Days - 2.64cph!
Re-assigned bones in viewmodel prefab (to fix invisible man viewmodel)
Switch case node
https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4
Water shader supports foam tint and emissive
S2P Lighthouse and cave small med - resolves rock_formation_huge_c, bigger than huge
Fix default for switch cases
Convert mixing table UI to use pooling.
Misc performance improvements.
Remove hardcoded speed values
HelpUrl for PlayerController
HelpUrl adds (?) button to component header, fixed component header rebuilding multiple times
Fix hobo barrel and witch cauldron not scaring wolves when they are lit
Switch node tweaks, fix ArrayValueModel
merge from latest media projects as plastic auto selected an earlier changest
Burlap gloves viewmodel uses correct material
Use [FontName] for TextRendering.Scope, resolves Facepunch/sbox-issues#6752
https://files.facepunch.com/tony/1b3111b1/sbox-dev_VBbuYDiPZN.png
Player insight charts use new daily data
merge from save_260 - Staging wipe
merge from io_research_table
merge from main, stomping radtown_1 changes from main
Maintain daily package stats
hp info bar, change dash bar layout, etc
simplify nametag
homing and pierce interaction
planner perk
mystery box
Leaderboard backup, run #
15053
Stop fizzle smoke wisp from sometimes RNG clipping through walls.
Fix for FizzleEffect being hardcoded on DudExplosives
Added the option for gestures to not get cancelled via LMB/RMB
Enabled on RPS
Satchel polish/debug. LOD distances, FX orientation translation.
Fix shield viewmodel getting culled when offscreen
Fixed blocking state getting reset every tick
Cleanup
C4 polish:
Lighting & light texture improvements.
FX orientation polish.
Show damage protection % when inspecting shields in the inventory
Set some starting values per shield for testing
Added indicators to the item information panel if a wepaon is compatible with shields
Added description to RPS gesture
Detect root motion state on a clip and lookup the appropriate curves when applying model position/rotation