243,675 Commits over 3,898 Days - 2.60cph!
Escape / victory sounds
Let's re-use Mazer for enemies
Clothing
workers_house building - final models, colliders, prefabs
Hands can push objects out of the way now
Programmatically remove grab point from bullet prefab if spent
Apply angular velocity to ejected bullets, support IDamageable
Implement IDamageable to FlipUpTarget
Interactable: Use secondary grab point's up vector for Rotation.LookAt, so we can roll with our secondary hand
Update shooting_range
Lobby
First maze size
Fade in / out on level transition
https://files.facepunch.com/ziks/2024-05-09/sbox-dev_0f5X41Pv7B.mp4
Page component can power a page
add upgrade files
choice hotkeys, enemy status
stage restart
damage number particles
burning
freeze
fear
Fixed a few flow issues when running multiple test fixtures one after the other
Changed play button bind back to F5
Fixed bullet ejection speed, big button in shooting range bone flag
Fixed up bone setup for mp5
Page component with header and hero nested
Actually, use a prefab instead
Removed unused spent shell prefab
Refactor bullets to hold info about spent state. Eject from chamber conditionally
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Support MaterialSetup component
New FX for lantern because cozy.
Leaderboard backup, run #
11634
Rate limit leaderboard queries
Crank finger gessture. Fixes and tweaks to existing gesture assets
Start cleaning up menu bar
Gravity is now a replicated var as well
Oops, don't need Default section on the ServerVars, only the replicated ones
Code review, add defaults to the new vars
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab)
Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
Time convar changes following code review
Various lantern regression fixes.
Improved lighting from it a little bit.
Tweaked light color a tad, for greater contrast vs flame lights.
Cherrypick `hackweek_combat_playground`
Added "shhh" sounds to shushing gesture - 2 variations.
Fixed anim events missing from latest updates + tweaked temp icons.
Fixed collapse not working with skinned objects, not casting shadows
New project structure
Move most synchronized variables to HostSync - add wrapper for HoldingBomb
Only the host can call Respawn
Show respawn effect at the correct position when respawning
Start adding Bomb placement logic with networking
Update some obsoletes
Better collision logic for Player vs Bomb (I think )
Add SolidBlock component. Update all border blocks to have solid tag. Add ParticleSimulator
Make sure player stays on ground (until find a better way to do conditional collision with bomb per player)
IResettable -> IRestartable. Implement OnRestart for Bombs. Bombs can hit players
Add player death logic. Start trying to implement death ragdolls
OpenXR handle management tweaks (need to work on this a bit)
Treat handles as pointers
move unstuck.TestAndFix() back to where it was
I moved this to see if it helped the sticking problem and thought it helped, but its better where it was