249,811 Commits over 3,959 Days - 2.63cph!
Make sure to run base grenade stuff for decoy
TextRenderer remove Text2 test property
delay tweaks
async SetRevealed
cardtype panel shadows
spawn cards at start
validate card start positions
umbrella
telephone
juggler, card MoveToPos
update client dash on load
shark not assuming non-vehicle mountables in water are inflatables
Range check bone gizmos, don't need to render ones far away
Clean up developer menu code, don't need to find a player like this, we already have it
- properly using water level for driving the physics
- added protobuf definition
- fuel display
- simple audio
- changed mount pose
destroy HE grenade between rounds
knife and USP worldmodel scaled to mach citizen proportions
sb toolcupboard progress
initial prefab, textures and materials
Replace unique logic for player minimap markers
Support bool setting entries, replace some url images with locally stored ones
GameEvent<T>.Dispatch(sender, eventArgs) now only notifies within sender
Basic state machine system
Bit of map ui style changes
Rename
reward for collecting frenzy
fix seat icon
Give xp for achievements
Reward player for medals
Block rotating if not in customise view
Styling
Draw radar/markers ontop of callouts
Make bombsite labels more clearly visible, fix sorting
Add minimap radar mode, used outside of scoreboard
merge from fishing_changes_june_24
merge from fix_barricades_train_tunnels
merge from sprint_seed_fill
Added mesh cull components on light leak fix shadow proxies at Ferry Terminal
Added a global S2P mode that updates all HLOD (Tools/Scene2Prefab/Update All Force HLOD)
Global S2P with full HLOD update
Also included the new lighting files unity seems to want to produce for scenes
Removed UI.Dialog.EnterLockCode scene (just use the prefab)
Increase DPV max mount distance to account for the very silly mount position (required due to mount pose)
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Relaxed bounds check when flood filling seeds (putting on a branch as it's slightly too risky for a hotfix)
Resolves case where standing too far away from the planter would result in the player only being able to flood fill a selection of the empty slots
Changed colour of deploy volume gizmo to purple so it's not the same as the colour for entity bounds
Fixed a case where holding shift and placing seeds after looking at a planter would throw client side building errors
v_mp5: set b_deploy_skip back to off by default (oops)
FPArms: added shared ironsights animations
v_mp5: improved various state machines in the ironsight & sprint managers so that transition anims don't play by default when the animgraph first initializes
Fixed a case where seed flood fill would show incorreect guides when looking at planter behind a building block
New rotor wash FX prefab
Applied to Scrap Transport
Heli ground effect raycast threshold changed to 40 from 80 in BaseHelicopter & PatrolHelicopter
Fixed some bait items not displaying a max stack size of 1 (raw bear meat, likely more)
No actual gameplay change, just UI
Fixed items sometimes getting dropped in the world when caught in a fish trap intead of inserted into the inventory
Add connect operation to vertex selection https://files.facepunch.com/layla/1b0711b1/sbox-dev_k94KMmxHkm.mp4
minimap contrast adjustment