248,600 Commits over 3,928 Days - 2.64cph!
Fixed conflicting LODGroups on hazmat youtooz figurine
Apart from water, don't play trail FX until a set minimum speed is reached
Converted both water catchers from LodGroup to MeshLOD and RendererLOD
Updated the LodLevelDisplay component to work with MeshLOD and display correct information when a RendererLOD is collapsed
Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4
bike gear click fall off range tweak
Fix incorrect spatialization setting on pedal bike coasting gear clicks
reduced prisoner hood cost to 20 cloth, added crafting time
hood/handcuff availability
Return to Main Menu button on ResultsHud
Change starting scene to mainmenu.scene
Added timer between turns, forcing you to take your turn after some time.
Merge Travelling Vendor -> Main
Fixed layering issue stopping vendor from detecting trains
Got rid of redundant / erroring sound action in c4_explosion
Fix NRE on C4 explosion death
Swapped crappy taped together vendor front menu system with something more reliable
Fixed LTDescrOptional NRE error caused by retro TC screens
Don't show team scores if there's no TeamScoring
Fix retakes round counter
Show round number / limit in scoreboard
Fix error when allocating weapons in retakes
ValidOrNullAttribute code golf
ValidOrNullAttribute
Random.FromListWeighted
RandomLoadoutAllocator
UI Cleanup
Better UI folder structure.
Added LobbyList to Play Menu
Added Lobby Icons
Various font size fixes
Refactored a few panels so they're split up better
Merge from hood_and_cuffs
updated travelling vendor manifest
Merge from unlock_changes
Initial support for skeletal data, supports both SteamVR skeleton estimate (controllers) and full hand tracking (leap motion, virtual desktop)
https://files.facepunch.com/alexguthrie/1b0311b1/Desktop%202024.07.03%20-%2018.56.33.85.mp4
3p blunderbus
- setup sfx and anim events
- player anim updates (removed offset)
- fixed issues stopping world model from animating
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Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM
player update. exported edited jog anims and created walk east, south and west anims
Player score history for round-based games
Team assigner auto balance modes
Retakes team balancing on round start
Add fire mode to ammo HUD
Implement b_deploy_skip, implement fire modes
Clear burst when holstering, reloading, set initial firemode when deploying view model
Use TagSet for RandomSpawnAssigner
Fix getting game mode description
AutoBombPlant component
Spawn point tags, stored by each Pawn
ActiveBombSiteSelector for retakes
First pass at Retakes
Fix defuse events in PlayerScore
Retakes fixes
Get rid of old team-specific loadout code
Retakes default loadouts
Bloom2 - new Bloom component C# - WIP
Intended to provide a more flexible bloom as C# component
Add support for finger curls, update Facepunch.XR to 98dab99
Hand joint data
Obsolte VR Model Renderer
Initial support for full hand skeleton on VR Hand component
Rename VRHand to VRHandSkeleton
Added wallpaper conditional models to wall, doorway, window, half and low wall building block prefabs (all grades and skins)
Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
Package.Type.Gamemode becomes Package.Type.Game
Can publish any asset, scene + prefab previewers
Published assets can optionally include source files
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