248,602 Commits over 3,928 Days - 2.64cph!
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Added upper bound to obstacle blocking
Code cleanup
Better error messages
Manifest, fix missing content
Add algorithmVersion to vtex crc if GGXCubeMapBlur
Increment sky shader version, forces material rebuild, which forces a texture rebuild
improved collision responses to be resolved positionally without adding velocity into the system
Retakes: bombsite A spawns
Force upload bayonet prefab
Update fog.cubemap.scene
Update cubemap.dynamic.scene
Add dev commands to copy player pos / angle as a spawn point
https://files.facepunch.com/ziks/2024-07-03/sbox-dev_7p70uUaijR.mp4
Teams can define their own default equipment
Fix exception
Weapon lab
Weapon lab updates
Create muzzle.prefab
Create ParticleLineRenderer.cs
Add knife (M9 bayonet variant)
fixed summing of position adjustments with sibling constraints and removed their rotation contribution
Menu Scene
super basic menu
Increased bike player death thresholds
Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner
set dressing progress backup
better lod distances for turret cctv and turret base
Prisoner hood removes compass UI
Fix trike rear section not being in the LOD Group and therefore showing all LOD levels at once
Pushing a player causes the player 5 damage.
If a player is doing the minigame when pushed, their minigame is interrupted (any progress made during this attempt is discarded) and the item is repaired, with max condition loss.
Progress between attempts is still maintained when not interrupted by a push.
restored upper floor and lower floors set dressing in radhouse
subtracting
100283 Burst upgrade 1.8.15 -> 1.8.16, reapply next week
Pushing a handcuffed player now causes 5 damage to the handcuffed player.
Added Handcuffs.restrainedPushDamage convar to control the damage.
Merge from hood_and_cuffs
Merge from renderlod_hlod_fixes
Bigger colliders, don't clip into walls
Fixed collapsed RendererLOD and MeshLOD objects not getting disabled properly when a HLOD mesh is rendering
teacher
tractor
fortune cookie
dolphin
detective
card locking
genie
merge from fix_ping_estimation_dispose -> main
Fix ping estimation throwing an exception when reading the ping value after the ping was disposed
Fixed bike spawn points at mining outpost, power substation, supermarket
Prevent bikes rolling far away after a player jumps off, add drag
Fixed several issues that were impacting motorbike spawns in monuments:
-Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes
-Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future
-Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats)
S2P junkyard, water treatment, airfield and trainyard