250,306 Commits over 3,959 Days - 2.63cph!
Jetpack scale tweaks and fixes to the jetpack for upward motion (add config tweaks later)
Tweaked fusion charge particles
Disable Lag Compensation for Hover to test
Restore
Add back LagCompensation = true
Fixed various SCSS warnings
Test prediction of bullet drop projectiles (early version)
Update turret asset to use tick for projectile movement
Added ProjectileSimulator class. Network projectile custom effect values (for now). Automatically hide projectile and don't create client effects if we have a client proxy.
Fixed deployable ghost position flickering. Updated Boomer to use predicted BulletDropWeapon.
Server guards in OnProjectileHit
Fixed a typo in one of the toasts for capturing outposts
Copy over Layla's fix for MoveHelper
Added Razor sidearm as an option for some loadouts. A low damage but heat-seaking short-range projectile weapon
Give the Razor a projectile life time and reduce up velocity
Various tweaks to the heat-seeking projectile weapon + fixed a bug where changing weapons on initial loadout spawn didn't work
Added Razor Particles
Implement Razor effects. Added TurretProjectile and moved out target stuff from base projectile class.
Fix model of server version of projectiles not being hidden properly (todo: why do I need to set EnableDrawing to false every frame?) and properly set random seed to tick number before firing projectile
Improved BulletDropProjectile and set EnableDrawing false server-side. Create a client model for any projectile model set.
Hide the flag in first person when you are the carrier but still show its shadow
Completely stripped out PhysicsProjectile and PhysicsWeapon. Added BouncingProjectile and updated all weapons to use the predicted versions.
Merge branch 'main' into ui
Completely stripped out PhysicsProjectile and PhysicsWeapon. Added BouncingProjectile and updated all weapons to use the predicted versions.
Hide the flag in first person when you are the carrier but still show its shadow
Completely stripped out PhysicsProjectile and PhysicsWeapon. Added BouncingProjectile and updated all weapons to use the predicted versions.
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Add stat for a player shredding a car
Add stat for hands won in poker
fix build log discord post on long message commits
Update TopTen.RichTextKit.dll - fixes text effects rendered on whitespace
Early exit TrailingWhitespace in FontRun background paint (#2)
* Early exit TrailingWhitespace in FontRun background paint
* Visualize text effects in sandbox
Ensure resident model resources get added to the manifest, fixes error models from missing resources in manifest.
This would specifically happen if a server starts a game / map a second time, the resources would remain resident,
so when a client does their initial join these models are missing from the manifest resulting in an error.
If the client had previously joined on the first time their resources would already be resident and not error.
Simplest way to do it, rather then change (and slow down) how the rest of the resource system works.
If a resource we try to preload returns an error handle, don't keep the handle alive. Map resources specifically will become valid and load automatically after this.
Fixed team UI not updating when spectated player leaves a team
Fixed guns not showing the correct ammo count when spectating
Wallrun improvements
Camera modifier when walking off ledge
Ledge jump mechanic
Converted all vehicles from spawning sub-entities to simply including them in their base prefab heirarchy. Converted:
- Duo Sub [fuel storage, torpedo storage, item storage]
- Hot Air Balloon [fuel storage, item storage]
- Magnet Crane [fuel storage]
- Minicopter (in earlier commit) [fuel storage]
- MLRS [dashboard storage, rocket storage]
- Modular car chassis [fuel storage]
- RHIB [fuel storage, item storage]
- Rowboat [fuel storage, item storage]
- Scrap Transport Helicopter [fuel storage]
- Solo Sub [fuel storage, torpedo storage, item storage]
- Work Cart [fuel storage]
All fuel-using vehicles also now start with 50 fuel when in editor.
Better speedlines
Cleanup, start on citizen stuff
Smash into citizens
Shake screen when smashing citizen
Camera modifier for fall, jump, slide, duck, step jump, wallrun jump
Merge MLRSUpdates -> IntegrateVehicleSubEnts
Fixed extra MLRS rocket storage sub-ent
Add GetEntity to GameObjectRef
West+north road splatting
Hit marker should now play when the player being spectated gets a headshot
Experimental, remove minicopter sub-entity spawning and simply include the fuel sub-ent on the base entity. This is the new standard in the desert base setup and seems to be working reliably, and may allow us to remove a lot of boilerplate spawning code.
Hide the flag in first person when you are the carrier but still show its shadow
Fixed physics weapons firing through walls if you're right up against them
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
Final'ish northern height & bake
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Try to keep lobby around after changelevel
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Give RangedFloat an implicit float initializer operator
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
North side road fixes along new cliffs & bake
Recompile all surface assets
FGDWriter supports System.ComponentModel.DefaultValueAttribute
Restore missing descriptions/defaults for surface and soundevent assets
Make vignette color customizable
Metal Beam Tileset with 3 sizes
https://files.facepunch.com/louie/1b1511b1/sbox_glOI9xtxIz.png
Make sure floats are quoted in .fgds
Remove base classes from engine.fgd
Give Particles class a description
Update base.fgd/sound.asset