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Player can now be looted while surrendering
Leaderboard backup, run #
11778
Add surrender gesture action
See BasePlayer.CurrentGestureIsSurrendering
Fixed other players not receiving chat
Revert lootpanel.bbq prefab
Use capsule + FindMode.EverythingInSelfAndAncestors when finding comps from bomb explosion
Enable fix unstuck again on move controller for bomb royale player
Added the ability for a looping gesture to hold their gesture after cancelling for a set number of seconds so we cna show the animation ending
Converted the friendly gesture into a looping gesture (just cut up the existing anim for now, it looks bad)
Applied to viewmodel and third person animations
Manifest + some hood texture file metas
▅█▍▉▍▄ ▊▄ ▆▆▊▋_▇▋▇▇█▅_█▍█ ▇▋▋▅▆▌█▆, ▋█▌▍▅▆ ▇█ ▌▄▋▋ ▋▌ ▇▍▋▊ ▅▅▄▇█▇▍▍▌ ▋▆█ ▊▅ ▆▋█▋▋
Make Bomb Royale "Quick Play"
Query game package MaxPlayers when creating a lobby
Fix editor starting a new session on the death screen (I had to enable this for the sleeping_death_info_safezone branch, no longer needed)
Updated store page headers to webm/vp8 clips
Add some null checks to the oven loot panel to try and work around these warmup issues
Current state object becomes owned by new host when current host disconnects
Update bomb trace range. Player use capsule collider
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
Merge from main -> analytics_server_profiling
Fixed stuttering Item Store and Hero (main menu) videos by disabling Skip On Drop, allowing the video to ignore any timing issues and just keep playing all frames when looping
Independently Interpolated Transform Parts + Other Fixes (#1577)
Don't show the duplicate bone name message if they're both triggers
Default every single SQLITE table to `fastmode` = true
- `fastmode` also sets synchronous pragma from FULL -> NORMAL
Fix the demolish option being the default option when opening radial menu even though it's the last option
Don't show the patrol path if the cargo ship isn't active
Don't show the patrol path if the cargo ship has begun it's egress
Don't show the path for a harbor if the cargo ship has already docked at that harbor
Removed the tooltip text changing on the cargo ship map marker - it no longer makes sense now that we have multiple docking spots and we now have better information from the ship path
Call transformchanged in clearinterp
More cleanup, fix offset, make FixedUpdateInterpolation bool internal for now until decide how we wanna expose
Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4
Clear map when clearing map property
Fix copying from map asset paths
Make LerpTo expected behavior - same as Vector3.LerpTo, Rotation.Lerp etc
Everything in this branch - cleanup
Removed the IgnoreCollision, let fireballs collide with each other again
Subtract
97289. Didn't fix it 100%
States can override the actor's wish speed
Patrol State can define a delay between navigating to the next patrol point, random speed each time too (https://files.facepunch.com/tony/1b1411b1/sbox-dev_CXoCBRrtRs.mp4)