250,746 Commits over 3,959 Days - 2.64cph!
Fixed the new camera animation system on the minigun/flamethrower/sks not respecting the head bob client setting
Fixed missing camera shakes when firing the sks
Water visibility distance tweaks & better lighting consistency between goggles and no goggles.
Fix transfer protection not disabling for your mounted entity if it's not a vehicle
Fixed sks firing animations early exiting causing camera clipping
Fixed missing ammo_true and ammo_false triggers, they're not used but are required for the empty state animator handling
Set up sks as skin of SAR, sks is no longer craftable
Fix SteamInventoryItem editor inspector not appearing for ItemSkins
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Add Facepunch Docs to README.md
Removed door controller server-side colliders to make sure they don't intercept C4 damages and to disable vehicle collisions
Fixed BaseProjectile ServerUse adding AI aim cone even when a human player was shooting
viewmodel thin attachment
Make sure EffectParentToWeaponBone calls BroadcastOnParentDestroying so gunshots finish playing when switching weapons
Fix EffectAudioPerspectiveSwitcher only modifying the first SoundPlayer on an effect prefab
fix custom spread curves being stomped when initializing sounds (fix for stereo spread weirdness w/ harbor cranes/gunshots)
reduced SAR aimcone and tightened up fire animation
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decreased LR300 damage falloff (more damage at longer range)
increased LR300 bullet velocity
decreased LR300 horizontal recoil
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reduced refire delay for burst module from 3x refire to 2x refire rate
Force push compiled surfaces & decals
Fixes Facepunch/sbox-issues#5429
Rename firedProjectiles -> trackedProjectiles inside analytics class
Fix EventRecord being submitted twice due to FireProjectile & causing pooling errors
Add warning to EventRecord to warn if the data point is submitted multiple times & generally spot pooling errors
Fix signs, photo frames, and carvable pumpkins not transferring their image to the other server
Fix ancient pooling bug in CodeLock which was making them wonky after loading in from another server
Fixed an issue where side inputs were not being reset when the main power was cut
Ensured is localised setup for shopkeepers
gibs model for wood barricade
Don't bother doing grabby input stuff if proxy
Remove unused component, cleanup
Added fishing village, bandit town and outpost shopkeeper tokens
Attempt at fixing the vent shaft exploit in the oilrig
Fix NRE in Analytics.OnItemDespawn()
safezone recyclers yield 20% less resources than before and take 8 seconds per cycle
radtown recyclers yield 20% more resources than before and take 5 seconds per cycle
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initial commit w/ placeholder scenes
make default floor height 96 for grid tool, more work on tutorial scene
clean up and organise items
Clean up old items
Clean up logs
copy material overrides
Merge branch 'main' of sbox-unicycle-frenzy
add direction indicator to track pieces, start on tutorial scene
Fix NRE in ServerListManager.EnqueuePings()