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Reduced look range a little for passengers
Improved sprint on motorbike and (especially) sidecar bike. Though this could still be improved further.
Fixed some old Snowmobile naming.
Merge from static_props_03
Fixed incorrect orientation + removed gibs for torch holder static prefab variants
Handcuff size is now applied to the handcuff viewmodel mesh blendshape and the additive_arms layer (halved the value on the layer as this looked wrong with the direct value applied)
Added a handcuffs size slider to Wearable, the handcuff scale layer will be set to the maximum value out of all of the clothing the player is currently wearing
Set up handcuff size multipliers for all hazmat skins
PlacingHud more visually readable and makes more sense
Custom Voice Component that ignores spectators
Add `int guideVersion` that is incremented every time a building guide snaps to a socket or rotates
- lets us snap the lerping to the next position instead of lerping strangely
Merge Travelling Vendor -> Main (Again!)
Bugs become semi-transparent on game start
Added colliders to bug segments
Added Bug Health and Pebble Damage. Segments reveal when damaged
GameHud pulls players from active Boards so we can support spectators
Basic Spectator Support with no UI
Don't allow spectators to select cells
Hit cells highlight red
Cell States are networked properly. Fixed some underlying issues
Set some colliders to triggers
Disable the hands animator layer when downed and handcuffed
Merge from travelling_vendor/dynamic_pricing
Round the price on the vending machine screen correctly
Some minor cleanup in the vending machine screen class
Merge Travelling Vendor -> Main
Have a "boost" bar instead of a "sprint" bar for fuel-powered bikes
Show GameHub in Placing *and* Playing states.
Reposition PlacingHud since GameHud draws at the same time now
Added ControlsPanel w InputGlyphs that contextually shows controls
Update GameHud BuildHash
Reset AttackingInput state when disabled
Thrown Pebbles networked properly
Fix camera weirdly looking at last shot position
Fixed ControlsPanel BuildHash
Added Pebble Prefab. Pebble is thrown w/ physics on Fire.
Fix pebble collisions
Camera Follows pebble after thrown
Pebbles destroy on hit or after timer. Break particle on destroy.
Swap to the other players turn after tossing pebble
Fix issue with new local instance on "local" package to do with small network files
TTT: add Turkish localization for menu options (#2088)
TTT: update Russian localization (#2087)
Crocodile prefab references crocodile model (no longer model in animation fbx)
Split animations into separate .fbx files
Updated animations with correct scale (exported from source)
Folder/file cleanup
Added AttackingInput. Enables when your turn in Playing state. Creates reticle at mouse position
Began ReticleState. Can no longer target your own board when attacking.
Added Reticle Aiming with timed X/Y sin movement
BroadcastFire Authority call for finalizing attack
Fix findPackage in large collections
added 3p idle when downed with cuffs, added to captive override controller
Merge from analytics_junkyard -> main
Add analytics when cars are shredded in junkyard
Add a comment at the top of the file as a reminder to flag drops properly
w_handcuffs animator - updated transitions settings
Flag the most recent drop items as drops
updated vm surrender anim loop & transitions
Merge from fix_barricade_subway_entrance -> main
Tidy PlayerState a bit, streamline flow for spawning/possession
Don't enter spectate when respawning, do immediate spawns for joiners where we can
Travelling Vendor ~
- Increased Torque
- Simplified and improved pullover mechanics, as well as alignment
- Put max speed system in
- Fixed issues with large colliders pushing or pulling small bikes nearby and stopping dismounts
- FIxed issues with TargetDetection trigger not being on the correct layer. Causing issues with trains and not picking up targets properly
- Fixed issues with handling at high speeds
- Fixed brake problems
- Vehicle push/ player push now only enabled when in movement|
- Fixed bugs stopping vendor from stopping when players are nearby
- Fixed brake lights
Fix checking `GameObject.tag == "Value"` instead of "GameObject.CompareTag( "Value" )`
Fix checkerboard pattern since I changed some other stuff 😅
Focus camera on the opponents board when your turn
GameHud Header changes text based on state
2nd player banner now properly shows opponent info
Rename GameInput -> PlacementInput. Disable the Component when not needed.
Add code to handle "BlockBarricadePlacment" tag
Add "ConstructionErrors" class to store Translate phrases for construction errors
Fix barricades sometimes showing "Not In Terrain" instead of "Can't Place On Monument"
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Networked BugSegments now position themselves properly
Don't create more boards if more than 1 player joins the lobby.
Opponents bugs are hidden when created
Added Local Player to Player Hud
Finished basic header UI for GameHud
Remove plane from Board Prefab
Include UI assets in resource files
Update poses for Facepunch.XR submit, prevents jittery and spongey tracking
Updated Vintage Wardrobe FBX and Prefab
Fix official servers tab not loading all servers when cache is turned off
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
Init package string table before loading menu
Main menu panel has background if running in VR
Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with)