249,345 Commits over 3,959 Days - 2.62cph!
Push scene scope when setting up camera, fixes sbox-issues/issues/5730
Merge from tutorial_speakwith
Added debug.printMissionSpeakInfo to print out more info when the player is attempting to complete a mission objective where they have to speak to an NPC, trying to track down an elusive tutorial soft lock
Don't roll the eye cam with the bike, keep it level
Sprint mode refactor:
- Removed sprint progress bar UI
- Motorbikes can no longer 'sprint'
- Bicycle sprint works as before
- Fixed Shift not working in the air
Improve damage triggers, and fix hitting players with bikes causing too much damage
Add target velocity motor mode for hinge joints, multiply max torque by body2 mass (should we?)
Set up bike hurt triggers
Add physics.treecollision convar to enable/disable collision betwen players/vehicles and trees
Merge from auto_turret_demo_fix
Fix NRE when scrubbing through demos with an Auto Turret
New Bike.doPlayerDamage convar disabled player damage/death from bike crashes
Adjust bike passenger eye pos
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