248,616 Commits over 3,928 Days - 2.64cph!
Merge from voiceprops/dlc
Added the large disco floor variant as a skin
Repair bench will reskin an entire stack of items instead of reducing the stack to 1 (redirect issue)
Moved colour gradients from DiscoFloor component to DiscoFloorColourLookup component
Full collection achievement implementation
If server saves while player is wounded, just have them die on load. They were getting stuck in wounded state forever.
Save BoomBox.BacktrackLength server convar
Audio entities will now use the connected audio entity of any other audio entity they encounter when backtracking, should reduce hops and allow further chains of audio entities
Various improvements and optimizations but units still get stuck between portals
Improved fix for picklechuting
Boom box decay while playing music now respects Decay.scale convar
Further prevent picklechuting by ignoring wounded damage immunity if it's fall damage
Fixed power input slot name on disco ball
Re-check majority damage type when progressing from crawling to incapacitated state, not just when going from healthy to wounded (crawling)
Revert the previous poisoning commit to prevent "pickle cave diving"
Cancel pending poison damage when changing wounded state
Fix swimming and ladder climbing being extra slow
Add player.stopgesture_radius to cancel gestures on all players in the given radius
Medkit recovery from wounded no longer works with fall damage (prevent "one weird trick" to fall as far as you want)
If a player is on a ladder when they become wounded, make them fall off
Can no longer record onto a cassette while it's playing
Make the injure command less strict than the real thing, so we don't stop players using it right after being injured previously and so on
Fixed not being able to edit radio settings on held boom box while building blocked
So close to having working flow field that's reasonably fast, except sometimes units get stuck alternating between nodes
▉▄▍▉ ▄▇▋▆▌▇ ▌▇▋▅▋▅▋:
▊▊▄▇▋ ██▄▊▅▇ ▋▆▍▍▍ █▉▍▌▄▊▍▋ ▇▌ ▌ ▋▋██▅▆▇▉█▍ █▌▉██▇, ▅▇▉▊█▍ █▇▉'▌
▇▊▍▋▇▍▌▊▋▇▆▊▆▉ ▍▇ █▍▄ ▊▇▇▊▇▋▇▌▆ ▇▌▇ ▅▍▇ ▌▊ ▉▋▊█▄▍▋▄
▅▉▅▄ ▋▅██▆▌█▄ ▄▊ ▍▍▅▉▆▌/▄▄▋▌▊▆ ▋▊▇▉▉ ▇▊▉▆▆▆ ▋▉▆▇ ▌▌▄▌ ▌▊▍▋▋▆▉▋
▍▄▄▌▆ ██▇▌▄▊ ▇▅█▉ ▇▋ ▋█▍▄█▅▆▋ ▄▌ ▊▌▌▊▇▄▊▊█ ▆▇▍▇▅▌ (▉▌▅▋ ▋█ ▄▉▄▄ ▌▉ ▊█▍▋ ▄▆▉▋█▍ █▇▆█ ▋▄ ▅▇▋▄▌▅▍▇ ▄▍▆▇ ▉▇▌ ▊█ ▉▍▆▉ █▆ ▋▋▇█ ▉▇ ▋█▆▋▍)
Don't let the 'injure' console command put the player into wounded state if they're in a situation where becoming wounded would usually be impossible (this will fix the "can still drive while wounded" thing).
Fix another NRE in GoToIncapacitated
Fixed error when using injure console command
Fixed not being able to crouch under half walls
Added LOD3 to Citizen (1.7k tris)
Added LOD2 to Citizen (14k to 3k tris)
Go directly to incapacitated if player dies from fall damage
Added support for animation going directly from standing to incapacitated (requested for fall damage)
Chunked Flow Field with "portal" connections coming soon(TM)
Don't keep track of generated method bodies
Fixed GameModeData default value handling
Enable visibleInBackground
ECS pixel collision refactor, reflections are working
Attempting to fix a leak
Don't put methods with stage path conditions in shared method files
Struct test - slower (50%)
Bypass tunnel source backup
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
Kind of got flow field generation down to a minor stutter...
Experimental flow field pathfinding
Update game
Merge branch 'master' of sbox
Pass "-game" argument to resourcecompiler when building map