248,584 Commits over 3,928 Days - 2.64cph!
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blunderbuss worldmodel - fixed issues with collider and outline not working
Fixed components like the bomb not being found for kill feed
Set rigidbody drag for the bikes using GetModifiedDrag, so the bike class and CarPhysics don't fight each other
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Add proper is-me class to victim entry in KillFeed
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Apply instantforced rule to the one frame of initial client update
Make default crosshair size not crazy big
Add ScoreAttribute, instead of manually defining on scoreboard, you can define score properties on any component on a PlayerState, can define format, order, ShowIf, this'll be good when we add gamemode-created components to PlayerState
Add NonSerialized attribute to spawnPoints
Use an init method for ConvarControllerSpawnPointPopulation. In editor, the ScriptableObject is saving the state of any private vars we use
Add binds we'll need for sceneobject serialization
Bind light desc so we can create a light directly from desc
Just use identity rot instead of trying to face hit dir
Gave a few SpriteComponent properties "Visuals" Category. Removed FlashAmount in favour of FlashTint.
Fixed Opacity not working on Tint Property
Added SpriteFlags, starting with Horizontal Flip and Vertical Flip.
https://files.facepunch.com/CarsonKompon/2024/June/28_21-54-ShockingYearling.mp4
SpriteComponent doesn't draw backface by default. Added Draw Backface SpriteFlag.
https://files.facepunch.com/CarsonKompon/2024/June/28_22-54-InconsequentialBantamrooster.mp4
Fix NRE in UpdateMaterialOffset
Merge branch 'main' into spritesheet-importer
Create SceneWorld thru EditorUtility
Created SpritesheetPreview widget
Created SpriteRenderingWidget as a generic for SpriteEditor and SpritesheetImporter to both extend
Import settings control widgets
Added a haveGotSpawnpoints bool to ConvarControllerSpawnPointPopulation. Getting strange behaviour in editor where it thinks 'spawnPoints' is already not null at the start. Serialised?
Much better spread + smoke extinguishes fire
Imported Apartment Mailbox Textures, Model
Added and Setup Apartment Mailbox Prop Prefab
Setup Apartment Mailbox Material, Colliders and LODs
Force swap seat now works on locked modular cars
Make sure any scene light properties ask native for their value so they can never go out of sync
vm blunderbus
- now loads correct coloured shells
- turning off casting shadows on slug shell
- viewmodel renderer scripts set up
Also created icon & setup
New Crowdin translations by GitHub Action
Possible fix for the "workshop bug"
Prefer OrdinalIgnoreCase over InvariantCultureIgnoreCase
HUD style adjustments, fixed inconsistent scoring title size
Sneaking in a minor pedal trike steer angle edit
Fixed cyclist hands disconnecting from handlebars at full turn
Moved muzzle attachment back for USP-S
Weapon adjustments, dropped M4 has proper collider size
Don't allow dry fire while reloading
adjusted roadside electrical prefab lodding distance - resolves late poping during driving fast
converting rotation constraints to radians when processed
Fire nodes... kind of better placeholder node effect
Some temp sounds - make not buyable again
drop tickrate on some cloth assets
contacts are found once at the beginning of the tick and solved alongside distance constraints
environment volumes pass #1
Handcuffed players can now be force mounted to code locked cars
polished set dressing in the shed area
fixed some incorrect vertex normals on rubble props
fixed some intersecting polys on storage building large roof
Only allow bike driver to access fuel when someone is mounted
Initial work on supporting burnouts and fast turns with Ctrl. No releasable yet