248,762 Commits over 3,959 Days - 2.62cph!
Add target angle motor to hinge joint https://files.facepunch.com/layla/1b2611b1/sbox-dev_QfAznFLsZh.mp4
Keep world position when parenting map collider only when not using world origin
Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects
Added scaled crocodile rig and mesh
fix for decal trims on storage warehouse.
Added Reset Bugs and Ready/Un-Ready Buttons to PlacingHud
Game starts when both players are Ready
Pick starting player on game start. Focus camera on the active player
Block all .log files
Destroy font texture IDs on frame start, not during rendering
updated 3p surrender anim loop & transitions
GameInput ignores Cells that aren't owned locally
Added GameHud panel for Playing State
Move starting amount to Bug Resource. BugInventory is now a Dictionary
Simplify pawn stuff a bit
Renamed wallpaper prefabs
Added various editor events to ActionGraph editor
For component editor library to hook into
Converted wallpaper to building block conditional models instead of entities
Save an int on the building block corresponding to the wallpaper skin and spawn conditional models based on that
Don't transform map colliders for maps that don't use world origin
Allow selection in Placing State
Created Bugs are now Networked.
Don't allow player to start a selection on an existing segment
Adjust bug colours to not be confused with selection/occupied colours.
Reduced distance to kirb
Clear hits list in between
GameObjectFlags.DontDestroyOnLoad works
Session hash is a guid
Benchmark service
Remove debug
Benchmark api input
Added ResultsHud. GameHud -> MainHudPanel.
Added Drawn debug to board gizmo
Fixed IO hoses material fuckery again, unity didn't like the renames
Add duration argument to benchmark entry
Created PlacingHud and WaitingHud. Created Waiting for Opponent State.
Default CanSelect to false in GameInput
Update org
Wait for a second player before entering Placing State. End the game if player leaves for whatever reason.
merge from hood_and_cuffs
Merge from snow_effects_roll_back_and_meshLOD_conversion
merge from hood_and_cuffs
Fixed incorrect trousers clothes line positioning and S2P: all wooden cabins, bandit_town, swamp_c, stables_a, fishing_village_c, excavator, underwater labs, arctic research base, underground tunnel entrance
washing line fbx fix
1.5m/3m
switched cast shadows to off for shotgun buckshot, incedinary, slug and handmade shell prefabs
Added "Force Swap Seats" radial menu option for mounted handcuffed players (but not driver seat)
added collision to storage warehouse, reworked lod1, added dressing.
Improved cell highlighting
Highlight changes to the colour of the bug you're about to place
Renamed crcodile anims file
Dirty model physics when renderer changes
Allow editor projects to reference actiongraph / shadergraph
Some extra safety in TypeLibrary.IsAllowedType
Only "hit" valid player targets animation wise when swinging handcuffs.
Check if we have accept the quest and completed when returning to the character
Disable world origin for map instances with old component version - to stop existing games from loading the map at object position