248,578 Commits over 3,928 Days - 2.64cph!
Rename player prefab
Player interaction using IPressable events
Add Interactable
Fixed drinking from rad water sources just providing regular water
Bugfix: Release items that we've moved from crafting tasks back to inventory.
Tests: Crafted low grade fuel with 4 fat in inventory, then killed self mid-craft and saved - no NRE
slightly increased hcr damage falloff distance and projectile velocity
bc - brought root motion strength on frontier hatchet up slightly from zero
Added more anchors to all hill cliffs to prevent terrain holes
Motor has a line to the scene's exit gate
https://files.facepunch.com/tony/1b0111b1/sbox-dev_KPfHY4y9m8.jpg
Add addon .sbox/ to gitignore
various mesh fbx location fixes for VMDL
- ▍▅█▋ ▉▅▇▌▍▍▇ ▍▌▅▆▊▆▊▊▋▄▍█ ▋▇▅▇█▅▅ ▉▅▉▊▉▋ ▍▇ ▌█▋ ▌▇▉▋▅█ ▆▊ ▇█▌▇▍▉▍
- ▋▋▇▇▌▌▊▋█ ▆▇▆▉▉▋ ▌▌ ▅▍▅▉▌▍▆▊▅▌▌▊▊▌▊▄ ▊▄▅ ▄█ ▉▌▆▊▅▉▋ ▆▋▄ ▊▉▍▅ ▍█▇▌▋▅ ▋▊▄▌▄▋
Jalopy model with adjusted correct suspension travel
Bump `cvarlist` buffers from 128 to 1024
Nerf waterguns filled with radioactive water. It was over 400 rads per tank before
toothpick and book mesh check vmdl fix
Fixed doubled up vehicle modules. Turns out rad code can work just fine without additional item calls
steamApiDll wasn't being populated properly, so it'd never free
Dynamic edit menu, show top undo/redo entry name, disable if nothing on stack
https://files.facepunch.com/matt/1b0111b1/0jX7JegPIJ.png
Generate an action invoker component for each ISceneEvent interface
Create gates and motors, testbed scene, prefabs
exported edited dpv player animations
merge from world_update_2
Add CanPress to IPressable
reapply
105536 Reduced river rocks density by 50 percent according to feedback
Button auto-reset works, Add OnStateChanged
Crosshair tooltips
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
Start pushing some stubs / general data prep for the gunsmith
Set compression to Normal for all cliff textures
Catch possible NRE
Expanded logging for cases where Package.FetchAsync can fail
Don't bother with cloud stuff if the backend isn't available
Attempt retries when failing to save asset metadata
Fixed hardside wallpaper rarely considered inside when building rock bases
Add @RickGreeve's beautiful new incendiary grenade
Moved TerrainHeightSet on the god rock to fix holes
texture and material updates for bricks, cigarettes and xmas lights
merge from world_update_2
Independent X/Y checking on grate movement
Improved climbing up a fence
Added HasParentControl to Ability
Started on climbing on rotating/moving platforms. Still needs more work.
Show toast when trying to mix different liquids so the player has a clue whats going on
Don't ignore vpks, we don't want everyone having to build our maps
cave_small_hard terrain anchor fixes
Removed map names of all unique enviroments
Update: GameSetup can load save with double-quotes
Makes it friendly with explorer's "copy as path" action.
Tests: loaded a procedural save
- ▅▋▄▌▄▆ ▍▋▍▅▋▍▌█▌▊▌▌▋▇ ▋▅ ▄▉▆▉▌.▊▇█▋▋▊▌█▇.▇▉▇▆▅▍
- ▄▍▌'▍ ▉▋█▅ ▋█▄█▅▄▋▉▊▉ ▇▇█ ▉█▄▆▄▄▉▆ ▆▉ █▅▋▄▄▊▆▍▅▅▆▊▇▊ ▆▊ ▇▊▌▍▋▌▋ (▉▉█▋▋▉▊▍ ▌▉▌ ▉▆▇▄▊▌█▉▆ ▆▆▍ ▅█▄▇▋▌ █▇▋▊▇▅▉)
Batch-committing all changed files from change to cloud content references that now explicitly reference specific version numbers
Add new "/.sbox/" folder to .gitignore