249,480 Commits over 3,959 Days - 2.63cph!
Fixed a couple of issues with the underwater effect convar
More folder changes + updated PlayerCopy asset directory
Don't overwrite materials when saving new materials, append a number
Added Tools/Cinematic/Copy Player that copies the current player model into a static mesh, ready to be prefabbed
Copies and applies the various material property blocks so skin and hair colours are applied (hair colours still have some issues)
Saves materials into root Assets directory
▇█▅██▅ ▌▌.▊▅▊▉▌ (█▊▆▇▅▅ ▄▌▅▌▇▌▄▇▍ ▌▆▊)
▌▅█ ▆▄▇▇ ▇█▋▌▋ ▅▍▍▊▍▉▄▊▋ ▍▊▄▋▇ ▉▇ ▉█▇▉▌▇▇▅▍▄▊▅▌▍▌▄▄▍▇▇▇
▇▍▋▄▉ █▍ ▌▇▇ ▅▍██▆/▄█▍▄▆▉ ▊█▊▊▋
▋▊▄ ▌▅▉█▇ ▆▄▇▅▋ ▍▉▇▄▆▄▌██▇ ▇▉▄▌ ▅▄▌▉▍▄▆ ▊▄▇ ▊▆▄▇▇▋▋▍▅ ▋▇ ▅▍▊▍▇▋█▇
▆▋▆▄▋▇▇▇ █▇▄█▇▉▄ █▄▄▉▄▊▉▇▇▇ █▍▄▅▊▊▇ ▋▆ ▋▉ ▇▆▆ (▍▄▇▇ ▉ ▅▆▄)
▆▇▇ ▉▊▊▄▌▅▊ ▊▇▄█ ▌▋▊ ▊▄▉▇ ▅▅▍██'▍ ▉▋▄▆ ▋▊ ▆▆▄▉
! ▍▅█▉▄▅▊█ ▇▇▇▄▌▉█ ▊▉▆▄▅▇▅▆▋▉ ▄▄█▍▊▌▅ ▌▆ ▊▉ ▉▍▆ (▍█▉▅ ▄ ▉█▌)
PoseTools updated to recent version (main)
Camper gibs setup
Overhauled how we gib conditional objects inside of prefabs:
Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed.
Updated conditional refresh editor button to turn on this new bool for vehicle modules.
Added new SpawnConditionalGibs helper extension to easily use this behaviour when required.
Updated both Ice walls, easter egg projectile and candy projectile with new system
▊▌▌▉█▇▋▇ █▌▍█ ▊▌ ▇▊▉▉▌ ▉▊▍▇▆▍▆▊ █▇▄▇ █▊▅▉ ▌▇▉▆▊▋▋ ▇▄▋▍▊▆
Added a null check to FilterItems for itemButton
Citizen/animgraph: tweaks to menu exit state
Increased starting resources slightly and fixed various issues with targets clearing early
Various balance changes to health and resistances. Fixed scan ability range. Fixed Buggy requiring Pyrotechnics. Increased Beer Crate starting stock.
Fixed the vignette effect jumping in instead of smoothly coming in from 0, when using the post-process weight slider.
The Blur is trickier, and isn't fully fixed at this stage, so I'm still not starting the low oxygen effect until oxygen reaches the hurt point, but oxygen effect is back.
merge from save216 (wipe)
Clamp the length of the flock steering to the max movement speed
killObjective bugfixes
createdEntity cleanup fixes
Change home avatar idle state when hovered over quit button
Citizen/animgraph: added menu_exit_panic & idle_states enum
placed providers at various monuments
nre fix
Add s1 files to ignored files list
Fix FileRecv trying to access null stream
Added OnMoveStackEmpty virtual method and ensure that previously gathering units continue to gather nearby
placeholder mission providers
metric tonne of UI work
Fixed invisible buildings
Extremely basic placeholder setup screen to ready up and select your team group. Now it's very easy to start playing and testing 1v1s or 2v2s or even 3v1s. Whatever.
Client join download progress for map/game/loose files & proper cancels
Make possible to update loading screen subtitle only
Delete PanelInput
rename Input in BuildInput to inputBuilder so people are less likely to use the global Input
Don't show cursors if panel requesting is a world panel
Remove debug in RunEvent
Panel.RayToLocalPosition
WorldInput.Update - need to think this over though
Merge branch 'master' of sbox
WorldPanel implements RayToLocalPosition
Merge branch 'master' of sbox-game
▌▆▋▌ ▅▌▊▆▄▉█, ▇▌▄ ▅▅█ ▆▍▊▌▅ ▆▊█▄▋▄█▄