249,492 Commits over 3,959 Days - 2.63cph!
merge from invisibleplayers_fix
merge from bradleyvisual_merge
Show gamemode title in scoreboard
Add separate 5v5 defuse gamemode for competitive rules, other one is just casual 10v10
Add damage taken post processing
Punish players for crouching too much
Turn occlusion for door sounds, door itself doesn't block sounds
Cap team sizes for defuse to 5
Track original owner of weapon, show it in the weapon row
Burst upgrade 1.8.13 -> 1.8.15
merge from electricalheater_fix
Expose falloff curve for explosion damage
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it)
Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL
TextDialog cleanup
ControlSheet.AddRow just creates a ControlWidgetRow (single path)
Move ComponentSheetHeader to its own file
Now GameObjectTransformControl uses the new path, we don't need to manually align margins
MakeIdGuidsUnique returns a translation dictionary
Store prefab guid to instance guid translation table on prefab instance root GameObject
Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab
Add CloneConfig.PrefabVariables
Add PrefabFile.VariableList
Simplify prefab instance lookup object by id
Add PrefabScene.VariableCollection
Prefab variables end to end
Add facepunch.libevents library
Use libevents for damage / kill events
Fix GameEvent.GetImplementation<T>
backup storage building large
Fixed electrical heater not deployable on armored wall hard side
Citizen/animgraph: improved scale_height parameter (see commit comments)
• tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms)
• tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters)
• added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit)
• scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
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player update. shovel entity updated so the shovel is held correctly on 3p animations
Fix headshot effects originating from the attacking player instead of the victim
vm handcuffs
- added hit anim
- udpated animator
- added anim events to attacks
- organised folder
- added effects folder & effects for events
EquipmentDropper can drop everything that isn't melee, and isn't part of the default loadout
reworked shed support beam UVs for new texture
disabled animation on dpv
Added attack_hit_kidnapper (temp duplicate) and assigned in controller.
Better respawn
Reset tutorial on restart
Respawn hint during tutorial
Don't bother passing sender to event handlers
Documentation
updated vm handuffs animator to work with baseMelee setup
Added an edge sharpening for blur (preserves edge) conttol
ditto
Merge from snow_effects_roll_back_and_meshLOD_conversion
merge from snow_effects_roll_back_and_meshLOD_conversion
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Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene)
Went through each monument looking for stragglers, some notable finds:
-the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD
-converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
Fixed sidecar bike pulling to the right