252,145 Commits over 3,959 Days - 2.65cph!
updated/added prefab, decal, materials, scaffolding kit, floor textures
Merge branch 'master' of sbox
Damaging tripmine gives ownership before explode
Add usePoseTransition bool to player animator (set to true when mounting a zipline)
Restore old Walk->sitOnChair transition, use that if usePoseTransition is false
This allows for the zipline mount transition to happen but for no transition to happen at all for non zipline mountables
Dryfire sound effect
Auto reload when empty
Merge from powerline_zipline
Zipline now takes 3s to get to top speed
Slightly increased top speed
AccessControl check remote packages in Hammer before loading them
GameData::AddClass sets the classes parent to itself properly
Copy editor helpers and tags to native GameData, add standard base properties "parentname", "local.origin" etc. (is there a reason these aren't just on the Entity class as normal properties?)
Implement property type overrides so I don't fuck up backwards compatibility, we can iterate on if these are needed later
Adjust Hammer.MetaDataAttribute to accept Lists for metadata & helpers, implement even more Hammer attributes (there are a lot..)
Set up temp train bounds and hurt triggers correctly
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path
Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
Refactored all the coupling code. Improving decoupling
Asset compile
Attach feet to roughly pedal position
Adjust unicycle scale to accommodate Terry's short legs for now
Set unicycle_balance_x/y anim params
Remove [Library] from Game class
Don't stomp players default fov setting
Precache weapon models with static readonly Model.Load pattern
Precache particles to avoid that stutter
Sort the scoreboard by kills ( but only sort once when kills are dirty )
Headshot damage multiplier checks for hitbox group instead
[Net, Local] player ammo
Update fgd
Fix grenade entity model
Add some classic kill sounds for headshot, double kill, etc.
Hotload CachedUpgrader: it's okay if this is already in the replace cache it's gonna be the same instance
Update base fgd
Fishing villages lighting and bounce lights
More south of river area.
Switch foot iks back to Model Space, turns out this is what works best for us
Fix right foot rotation parameter
Update citizen_unicycle_frenzy.vanmgrph_c
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Fixed redux/octopus/unit/turret.json
Updated VS integration package
Updated Facepunch.ExpressionStrings
Started working on script versioning
Fixed incorrect documentation for SelectValue
Added version check to recent stage script changes
Basic script versioning done
Added __FILE__, __LINE__, __COL__
River bank improvements & surroundings
New Clothing Piece - Sporty Slippers
We have some nice sporty slippers, integrated and will receive LODs ASAP. Will need to make fixes to the jean's length to cover hidden cut areas of the legs.
player animator transition state test
player idle to zipline transition anim
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Fix errors due to setting model in constructor
South of river finalization WIP
Some options for replay video capture
Scripts to fetch leaderboards and replay files
Fixed border warning / sprite anim systems during video capture !release
Early-out in OnOverrideAnimGraphChanged
Added hold bone to grenade and tripmine model
Use grenade model for map spawn
More improvements for rail terrain adjustment
FieldOfView is no longer in base viewmodel
Update fgd
Remove BaseViewModel.FieldOfView (is controlled by CameraSetup)
Fix head poking through the wall
Fix inventory double icons after death
Fix inventory order with mouse wheel being fucked
Increase SMG damage
Reverse inventory mouse wheel direction
Hard code FOV
Disave SMG grenade until we can do it properly
Tripmine material
Damage indicator fix
Update .gitignore
Added weapon pick ups
Reload immediately when throwing a grenade
Fix zooming not predicted, viewmodel not affected
Fix grenade reload time
Trip mine trigger
Tripmine damage
Made the custom normals point up on a wider portion of the gravel on track
Load all entities from our local base addon dll
Make resource types on properties work properly, Texture Model etc. - handle Tags on map classes and start parsing [Input]
New Hair -Drawn on Eyebrows
For the people who shaved off their eyebrows! New quick eyebrow option, goes quite well with the bob-cut hairstyle.
Merge branch 'master' of sbox
Better rail terrain adjustment
Fixed listen servers not joinable