250,156 Commits over 3,959 Days - 2.63cph!
Merge from sprint_seed_fill
Fixed several isseus preventing the seed flood fill working in dedicated client mode
Disable the use of OpenWebOverlay for the item skins as this doesn't seem to be working with the new Steam Overlay interface
Added hold_R bones to throwables (except C4)
Show all the other purchasable things that aren't standard skins with the blue-tinted title as well, on the repair bench panel
Fixed helicopter handbrake preventing rigidbody sleep. Improved helicopter sleep overall.
If an item's Amount is > a protentional new container's max stack side, return false from CanSwap. Fixes drag-swapping an engine part from a modular car engine onto a stack of a different tier of engine parts losing all but one of the stack.
Added a new input to SAM site to toggle the defender mode
Removed unnecessary meta files
Fixed Bradley "pitch black" mesh not being convex, causing Unity to complain
Remove Bradley tank tread FX script on the server side
Update Bradley TreadEffects to work with the new left side/right side FX setup. Previously required one effect per wheel (12 total)
Tread debug.
Tracer_reddish consistency with cannon tone.
Fixed CanStack method checking the parent container's max stackable, even though it's looking to be stacked onto a new item which may be in a different container. Now checking only its own info.stackable value.
Fixed issue where muzzle flashes would collapse in on themselves from one angle only.
Main cannon impact improvements.
Added an editor context scene for UI prefabs editing
Renamed "Suicide" to "Respawn" in the main menu
Adjusted the confirmation popup
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Experience -> Score, add some cases
Set unassigned team name to Spectators
Get rid of plant cancel reset delay
It was just confusing
Weapons can be limited to one team
Don't let CTs pick up C4
Scoreboard team headers have icons & color
Center everything that should be centered
Fix incendiary ammo not requiring BP for mixing table
Fix odd item amounts splitting properly
Fix splitter not resetting when dragging items onto your selected item stack
IUse.OnUse can return void
Make sure held C4 gets destroyed between rounds
Fix item split slider resetting every time you split an item
- still resets to half if you split off half or more of a stack
https://files.facepunch.com/jakerich/aDIXKDjIfFRGE61D/FlMW109GZ8dB41WI.mp4
Impact particles face the correct direction
Can buy anywhere while waiting for players
Use WeaponSlot for UI / change weapon inputs
Primary is always 1, secondary always 2, etc
Door sounds have no occlusion + better detection for which side of the door you are on if the door is rotated
Expose some more stuff for UI
Some helpers to get planting / defusing state for UI
Attempt #2 taking into consideration all deployables use the same planner entity
- fixes stuck placing building block when trying to place mixing table
C4 can be planted with Use too
PlayerController IUse refactor
Added a tip explaining how to adjust wire slack
Defusal scenario objective bonus income
Fix loss streak income
Kill rewards, friendly fire penalty
Half time team swap
Remove defuse kit on inventory clear
PlayerController.Teleport(Transform), redo spawn point logic
Should fix a bunch of NREs
merge from main -> fix_planner_reset_construction
NetDictionary.GetValueOrDefault() extension
Loss streak income
Some default status text for game phases
Make PhysObj:GetFrictionSnapshot start at index 1 again
Tesla coils and igniters now automatically heal themselves when under building privilege
Approximately 8 HP after each decay tick (10 minutes), if not damaged recently