243,675 Commits over 3,898 Days - 2.60cph!
Loadouts now save ammo count of weapons
Shadergraph: Add tint color to render options https://files.facepunch.com/layla/1b1011b1/sbox-dev_ELn53pVfKS.png
Manifest build, add the pool ball entities
Merge main -> hackweek_pooltable
Restore fast manifest-only updates
Shadergraph: Add Tint node to grab the tint of the sceneobject
jackhammer new material and textures
New Crowdin translations by GitHub Action
Fix CSV parsing handing quotes
TMP_ButtonIconAnimator handles multiple SDF materials better
audio, spacing and styling tweaks
Merge from hackweek_combat_playground -> aux2
Fix bunch of CLIENT & SERVER compilation errors
sidebar styling, shrunk a few fonts & spacings
Fixed collider issues on sentrys again
Merge from hackweek_combat_playground -> aux2
Add game jam view, use Page component
Fiannly got turrets working on vendor
Add commands to add spawnpoints to the server at runtime & load different spawn points
Page Header, Button styles and Game Category buttons
merge from hackweek_combat_playground -> aux2
First rough version of player pouches
Loads of random work trying to make the interaction system less shit
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
Page Header restyling
game category styling
Fix broken reading delta protos (player ticks)
Game seems to run fine in the editor now
Fix writing incorrect padding for len prefixes
vm sks movement tests
- added mask for bolt
- updated anims (landing, sprinting)
- stopped camera bone inheriting transforms
- removed camera offset in prefab
- set head bob run to 0 for improved sprinting
- added conditions in animator to return to idle faster if landing and in ironsight
Fixed EntityRef warning during server startup
Wanderer enemy, difficulty progression
Refactor NetRead/NetWrite to use BufferStream underneath to properly support buffer resizing
Refactor to make BufferStream a class and support resizing the backing buffer automatically
Allow server to specify a default loadout with `defaultServerLoadout`
Allow server to overwrite start HP with `spawn_hp_override`
More updated spawnicons
New spawnicon editor options
Move speed customization, FOV precise control, camera position copy/paste
SetCookieName support for DNumSlider, DCheckbox(Label)
Added DAdjustableModelPanel:Get/SetMovementScale
Spawnicons for HL2 models shipped with the game
Fix citadel pods not advancing their animation
force spawnlist file names to lower case
Create Vulkan graphics binding for OpenXR, pass to session
Declare OpenXR graphics requirements for render devices
Temp - environment variables for openxr validation layers
Properly init XrGraphicsRequirementsVulkanKHR
Fetch required extensions
improved collider of pooltable
added dartboard
Handcuffs can also block interaction/use
Add ability to force-grab stuff if you're holding the trigger before grabbing (https://files.facepunch.com/devultj/1b0911b1/sbox.2024.05.09.15.44.52.mp4)
More wip handcuff functionality
Add IGrabbable interface, start implementing it properly
Added tree and ore gathering tests
Add custom Move Controller as need to override some Character Controller behavior
Add references in prefab instead of finding them in OnAwake. Add passable ignore layer tag for Move Controller
Re-implement pause system for states
Added initial Disease support with sprite. Added initial Pickup system with sprites. Better bomb collision logic(?)
Use ITriggerListener (duh) can now pickup pickups
Fix lives showing for empty player slots
Need to make all Bombable objects Networked Objects