243,209 Commits over 3,898 Days - 2.60cph!
Remove RMR from MP5
Lower the base player accel
Delete PlayerPanel.razor.scss
Expose AirAcceleration, jump is tied to Input.Pressed instead of Down
Restore weapon icons to buy menu
Use weapon icons
Add PlayerPanel, kill feed respects team colors
Add inflictor to damage events, pass through to kill feed
Fixed my suspend switching change happening on non-local clients
Can only die once, stops kill feed spam
Add IKillListener (prep for kill feed)
Leaderboard backup, run #
12114
Can suspend weapon switches in a scope, only switch weapon when we're done giving out loadout
Add support for weapon deploy sounds, hook up knife swing/deploy sound
Use BulletSpread instead of hardcoded value
Support shooting many bullets per-shot (pellets), support single-chamber reloading (Shotgun), add Spaghelli
up the decibel range of all weapon sounds
Subtract
98066 (trying to fix broken build)
Input hint next to vitals to make it super clear how to open the buy menu (pending some better visuals)
More fish bait value adjustments:
Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value)
Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value)
Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack
Raw fish meat is still 0 bait value
Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle
The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
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Fix trigger_wildlife_trap somtiems not working in the editor
Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
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v_spaghellim4: updated idle pose (again)
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
Merge from sprint_seed_fill
merge from main -> allow_barricades_monuments
Fix unity somehow removing "Show Building Blocked" I added to the options menu
Don't show red building boundary around substations inside monuments (only outside or on edge)
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
Fixed debug log when flood filling seeds
Old helicopter collision behaviour:
- 0 - 18km/h, no damage
- 18+km/h, take away a minimum of 15% health, increasing with speed
That wasn't working well for ground driving, where hitting obstacles would quickly deplete health. New rules:
- 0 - 25km/h, no damage
- 25+km/h, take away a minimum of 5% health, increasing with speed
Damage from high-speed crashes remains the same.
Merge from hackweek_renderlod_collapse
Changed helicopter grounded calculation to be more lenient in general
Clean up and standardise PlayerHelicopter file formatting
Exempt most of the renderer manipulating components from being collapsed (VehicleLights, StatusLightRenderer, DamageRenderer, etc)
Fixes train tunnel signal lights always showing all colours lit up
Only show building blocked to 100m from outside of border and 15m inside of border of building blocked
- convar to modify distance `building_blocked_preview_distance`
Fix item URLs no longer working if they're listed in a Cannot Buy category in as a Steam item, but are secretly still available to buy on Steam via some other purchase method, e.g. Ice AK. 😩
Fixed the tax rate of the tech tree being decided by the workbench level and not the tech tree level, fixes incorrect tax rates being applied when opening up lower tier tech trees from a T2/T3
Don't create a URL for Steam items where the price is "Cannot Buy", e.g. Boomer fireworks (apart from Pattern Boomer, which is on the perm store).
Added working URL for permanent store items that aren't UnlockedViaSteamItem or a DlcItem, but still have their own store page (e.g. Industrial lights). Fixed the order we look at things to get AK variants working again while keeping hazmat variants working.
Edge merge now supports 2 open edges from different meshes, meshes will be merged into one https://files.facepunch.com/layla/1b2811b1/sbox-dev_4CCaZjcxH9.mp4
Mark `show_building_blocked` as a saved convar
Expose `Show Building Blocked` in the options menu
Add `show_building_blocked` convar to disable the building preview on client
Add `show_building_blocked_server` replicated convar so servers can turn off the feature (if needed for modding)
Codegen
Disable Weapon component after we destroy it - check if weapon is Enabled when querying if we have a weapon
WIP fix for low opacity not actually being low when spacing is very low
Broadcast DryShootEffects
Fix NRE when local player is null in Crosshair