241,389 Commits over 3,867 Days - 2.60cph!
Leaderboard backup, run #
12520
Add animations for bomb plant cycle, grenade throwing (not hooked into game yet)
Hook in grenade throw param
Hook up plant bomb anim control
Call MapInstance.OnCreateObject for all objects instead of just those that weren't supported. Allows users to add/remove behaviour to any loaded map object.
Clipping check doesn't apply to parent objects
Reduce cook time on all the grenades
Line of sight checks when placing down the wire
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Fix blendspace for crouch too
Re-adjust movement blendspace so there's less floor skating
Improve rifle shoot anim so we don't move the arms as much
Don't use crosshair for M700
Hot air balloon compile fix
Let's not have 5 separate particles per fire node
CreateTile function + drag place
Leaderboard backup, run #
12517
Update content of existing labels even if content is empty, fixes Facepunch/sbox-issues#5656
subtracting
101159 - sinceLastBlast compile
Rotation
flip sort of not really
Remove old tiles
Grid
Removed PlayerOutfitter, IOutfitter
Log PlayerState component ID instead of GameObject ID
So we can compare with PlayerPawn's PlayerState
Log players, pawns and connections at the end of each round
Leaderboard backup, run #
12516
Update: Inlining PoolCollection::Fill implementation into Pool
In order for us to unify TakeX/FreeX custom methods into a single overload set, we need to unify their constraints. This removes one new T() call from 2 calls in PoolCollectionm which is first step towards removing new() constraint on PoolCollection(and instead preserving it on Pool APIs).
Also left a note about thread safety - luckily right now everything is used in a safe manner
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Remove old room editor
rename shader
Clean up tile resource
Ui + Basic Delete
merge from shaky_legs_fix
merge from underwater_tweaks
Prevent bike parented objects from killing the player should the bike be stationary
merge from twitch_drops_delete_fix
Build styles for my last commit
Elevator Max Height Increase -> Main
merge from BurstClothTestBed
undoing some unintentional changes from merges
Simplification: avoid double hash calculation when pushing new elements into the Pool in editor
merge from zipline_improvements
Fix parenting issues
Don't allow throwing melee weapons while a shield is equipped
Controlling recorder window from code test.
Creating target gameobject test.
merge from audio_import_music_clips
Leaderboard backup, run #
12511
Put linear cast callback on the query shape, this makes more sense
Initial implementation work
Created placeholder item and entity
Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)