249,486 Commits over 3,959 Days - 2.63cph!
fixed bike NRE (no skinning on the bike yet)
Categorize and name all the weapon components
Remove unused log
If !IsMultiplayer, create the player - useful for if steam is down for maintenance, or you just want to do singleplayer :thumbsup:
Added a bunch of stuff to apply viewpunch/screenshake to weapons when they shoot
Weapon components can apply offsets to the viewmodel, add manual offset
Temporary code ironsights for all the other guns
Add Additive (Model Space) blend mode to aim matrix blend node https://files.facepunch.com/layla/1b1111b1/sbox-dev_GcsQxAEM2k.mp4
Keep components attached to AddToHeightMap and AddToWaterMap
Fix ControlSheet stretching horizontally
set correct texture scale in engine
Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean
Fix SSR backtracing and confidence check ( and Depth::GetLinear() )
https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png
Show variable names when inspecting prefab
Prefab variables widget, editing, grouping, deleting
Delete components in one sweep instead of as we are iterating through components
- also allows us to mark components as required by other components
Merge from fluid_combinersplitter_fix
Add shadow depth bias on matrix
Compile UI shaders for inverse depth
Delete choreoobjects and scenefilecache
Expose more spread properties to be customized
Don't display editor lobbies in lobby list by default unless you're in the Editor yourself
Update test animgraph for model-space additives
Citizen: add model-space versions of additive idle aim matrices
Fixed fluid combiner gibs using fluid splitter material, updated destruction sound
Added land sound for jumps, separate sprint footstep sounds
updating motorbike model/texture/mat/lod/gibs
Use libevents for damage / kill events
Fixed fluid combiner and fluid splitter snapping issues, also adjusted their deploy volumes
Add "Find in Asset Browser" context menu item to resource/asset widgets
Focus the current value in asset pickers
Reduce spread when aiming
Reduce movement speed while aiming
Fixed buy sound not playing 2d
▋▅▆ █▍ ▌▌▆▊▍ ▇▆ ▆▋▇▋▇█/▋▌▊ ▄█▊▍▌▊ ▌▌ ▋ ▆▌▋▊▇▄▋▊▋▄▋ ▆▇ ▆▄▉▄▊▉▌
▆▌▉ ▆█▄█▋▉▉▉█▉▆<▊> ▅▍ ▌▊██▋ ▇▆▌▆▋▆▉ ▍▌▊▇▊▍▄▌▍▉ █▍▍▋▅▉ ▊▊ ▊█▋▍▅▉▅▄█ ▉▆▇▆▆ ▅▆ ▊▋'▍ ▅▌▆▊ ▆▄▆▆ █▉▍ ▅▋▆▉▅▌ ▌▄ ▋▄▆▉ ▉▉ ▊▉▇▆▋▋
Use libevents for damage / kill events
updated map
merged industrial wip
adjusted spawns
Use libevents for damage / kill events
merge from main -> monument_scenes
Add facepunch.libevents library
Use libevents for damage / kill events
Update module url
Post-merge fix
merge from electricalheater_fix
Expose spread scale, lower it by more than half
Added Panther assets - Lods, mats, models and textures
Fixed a bunch of weird bugs with pulling over
Lights flag now sets at night
Dynamic destination distance checks
Fixed electric heaters not heating planters right in front of them
Don't allow sprinting unless you're moving
player update. exported 3p kayak anim set
Added screen shake effect when near an explosion from a HE grenade with same falloff applied to damage for intensity
Fix merge conflict in player prefab
Citizen/animgraph: first pass at making the locomotion lean layer based on model-space additives + lowered default eyelid pose by 10 degrees
Use network origin/angles for clientside physics objects
Add basic sprinting implementation
Use libevents for damage / kill events
Aligning state now applies force and does appopriate angle checks