248,649 Commits over 3,928 Days - 2.64cph!
Added new head to skinset.male
Secondary mount point is perfectly in the CT character's pistol holster
Add missing css spec cursor: aliases for diagonal resize, fixes Facepunch/sbox-issues#5497
(nesw-resize, nwse-resize)
Redo resource cleanup on world removal
Facepunch/sbox-issues#5834
Re-add mount points for all equipment on the player
Improved bone mask behavior
exported all updated wolf animations in a new folder
Wire invisible over ~4 meters
Added distance-based culling to the wire shader
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Increased the default npc vending machine IntervalHours to 5 in-game days
This means that prices will adjust themselves every 5 in game days, used to be 4 times a day
This should result in more stable prices and smooth out the sharp drop off of prices a week into a monthly wipe
Leaderboard backup, run #
12487
Simplify TwistCorrectionComponent
Ported the two bone IK component into our framework
Updated the twist scene with a more representative example of bone shearing
Made an example scene for the twist component
Fixed the TwistCorrectionComponent resetting it's initial rotation offset value every time the component is updated, preventing it from working at all
Call OnContactRemoved when refreshing contacts
DeathProgress no longer [Sync] var
Thing networking changes
Changed some [Broadcast] RPCs to [Authority]
Added Singleplayer button to main menu
Gibs, more closely match icon
Allow non solid contacts to report touch events for trigger collision rules to keep the collision behaviour we have
Set up skin, rebuild deployable prefab to keep consistency with base TC
Changed some shelf contents for lighting purposes.
Lighting prefab backup
Added a timeout and make sure the UI is layered properly in the HUD
Merge from monument_scenes -> aux1
Fix remapping order being reversed
Fix remapping only remapping the requested monument instead of every single one
Add some fallbacks if a player dies, walks too far away, is wounded, etc mid game
Fix train tunnel prefab that got overwritten with SceneSpawner during some S2P
Initial commit
Update .sbproj
Add Sprite Tools library
Temporary CC0 Player Sprite/Textures
Temporary CC0 Weapon Sprite
Basic Entity and Player Component
Basic Player Movement and Aiming/Camera Movement
Make the Player a prefab
Simple GameManager which purely acts as a Network Manager for now (without actually hosting a lobby)
Basic Weapon Component. Player is given a weapon and will hold it in the aim direction
Added WeaponResource and renamed Weapon to WeaponComponent. Store most of everything in the resource.
Add collisions to the Player
Update Sprite Tools
Update Sprite Tools
Create Projectile prefab and update all SpriteComponents to use new default UpDirection
[Sync] some properties and add some IsProxy checks
WeaponComponent fires Projectiles on LMB
Add CameraManager. Screen Shake on fire
Added FireSound to WeaponComponent and added muzzle flash to first frame of bullet sprite
Added some basic enemies that act as some nice bullet sponges
Fix default rotationOffset when placing a new sprite
font tweaks, fix fear dmg numbers
font
ui tweaks
Make sure attach points respect the UpDirection
Fix the Top 2D View (so X is horizontal and Y is vertical)
Added UpDirection to SpriteComponent. Added JsonUpgrader to prevent previous components from becoming the new default.
Minor prop swizzling for lighting purposes.
Fixed building ceiling material not having any secondary textures applied.
Shapes have an Overlap function, use that for CheckOverlap instead of CastShape
Apply convar defaults at client and server boot instead of only on the client when it connects to a server
Merge from monument_scenes -> aux1