249,480 Commits over 3,959 Days - 2.63cph!
Spawn a big burst of cash when someone dies holding the bag
Make sure active gamemode is networked
NetworkSpawn cash bag after adding CashBag component
Pressing R to reset debug cam now reset roll immediately regardless of any camlerp value
merge from spawnview_command
Added 'spawnview' command to spawn entity at the position and orientation of the camera
Call NetworkSpawn in DroppedEquipment.Create
Fix cash bag not spawning
Network CashGrab game objects
[HostSync] CashPoint.State
Fix some Spottable properties
reverted to the og material for house trims
merge from snow_effects_roll_back_and_meshLOD_conversion
merge from hood_and_cuffs
Another gesture list update
Fixed changed crane colour in junkyard, S2P
First pass on a rock paper scissors gesture game
Player 1 starts the gesture and waits for someone to join by interacting with them
Both players then get a UI prompt to pick a hand
Result is communicated via toast for now as there are no animations
Bots will pick a random option after 2 seconds and print what they selected in the server log for testing
Added killpushbikes and killmotorbikes convars
Fix helicopters sleeping at the apex of a bounce
Don't allow passenger to access fuel when bike is on
Fixed motorbike fuel interaction
Screen Space Ambient Occlusion
SSAO: Remove PS variant, hide difficult options and set some nice defaults, add r_ssao_debug, cleanup unused/unneeded
SSAO draws after opaque, not transparent. Added CameraComponent.AddHookAfterOpaque
Switch the fuel gauge emissive on/off too
Set up motorbike headlight
WIP lighting & related files.
Server.cinematic is now replicated
Cinematic gestures can now be used if the server is marked cinematic, even if the player is not an admin
Added gesturecollection.ShowAdminCinematicGesturesInBindings convar
When true, cinematic gestures will appear as bindable in the gesture wheel. Doesn't change any actual usage logic for these gestures, if the player binds a cinematic gesture and then joins a server where they aren't an admin the gesture will be disabled in the wheel
Styling, fixes
RMB to clear slots
Added a reset to default button
Cut down version of every monument scene spawner prefab
Kickstand spring additional lookat
de_oil updates
clip pass on obvious OOB spots
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4
Fix prop trying to access gameobject of destroyed component when breaking into components
USP + SD fire rate increase
added money burst fx
https://files.facepunch.com/jason/1b1611b1/sbox-dev_4eKmd7ZWkP.mp4
Attach money trail prefab to world cash bag
added money particles
https://files.facepunch.com/jason/1b1611b1/sbox-dev_7gTafzrWDd.mp4
Fix pinch gesture not disabling follow player
Add in the map grid based on the shader from the game (hopefully fixes the grid not matching the game soemtimes too?)
kickstand tweak, removed unused sidecar model placeholder
Unlimited money in cash grab
Add a bunch of cash grab points and extracts
The last cash point can't be the next cash point
Add gizmos for cash points & extracts
Add screen overlay when spawn protection is active
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
Fix it properly
Add hud marker for extracts
Cash point shows a hud marker if the cash is spawning soon
Fix NRE when shooting at the sky
Add support for input hints on marker objects, expose LookOpacity