250,916 Commits over 3,959 Days - 2.64cph!
remove duplicate id on input which breaks ReverseFilter() (#2079)
increased roadsign armor condition
decreased metal plate craft cost from 25 to 18 hqm
hv ammo craft yield increased to match non hv ammo
torpedo craft yield increased to 5 from 3
slightly increased torpedo surface accuracy
submarine duo fires torpedos slightly faster than solo
Removed other factors that could be contributing to far away orbit zones
Further changes to no go zone sizes
Fixed PostProcessVolume reference in "effects - explosion" breaking radial blur and lens dirtiness
Shift StartCentered property and logic out of Widget and into Window/BaseWindow, plus special cases fixes for splash and launcher
Prevent main editor window from attempting to centre on itself
Fix hover looting clothing inside full backpack not doing anything
Codegen adds Sandbox.Internal.IWantsOnUpdate etc. when those methods are found on Component derived classes
New update mode, iterating over components with IWants interfaces
Sandbox.Game convars work in editor again
Run legacy game loop on older assemblies
Camera placements for other menus
Port over Opium menu camera
building generic trims textures
generic door frame, window frame models, prefabs
updated radtown buildings
Move ControlModeSettings into Sandbox.Engine (from tools addon)
Launcher displays VR button for projects with VR support
Add quick editor option to enable/disable VR without restarting the editor
player update. edited 3p hmlmg anim set
Fixed other player's HUD rendering always
More robust method of weapon equip events
Add PlayerInventory, can hold multiple weapons, and can holster current
Clean up and improve customise menu
New Crowdin translations by GitHub Action (#8)
Co-authored-by: Crowdin Bot <support+bot@crowdin.com>
Go from target GameObject's root downward for detecting IDamageables
Add Weapon.UpdateRenderMode, to hide the world model when locally controlling a player
New Crowdin translations by GitHub Action
Add workflow_dispatch trigger to crowdin action
Simplify damage, make it less shit
Added "Decal Layer Mask" property to terrain and terrain-blend shaders
Fix loot crates on the cargo ship getting picked up by the building check and being destroyed immediately on spawning (didn't affect code locked crates)
Cargo ship will no longer destroy entities parented to it as part of the building check
Fixed inaccurate damage numbers being pushed to the danger zones. This should stop the heli from fleeing until the player has removed around 30% HP exactly
player update. added rootbone mask to ak47 rigged deploy and reload fbx anims
New Hat - Trapper Hat
Cosy winter hat, LODs coming asap
https://files.facepunch.com/daniel/1b2411b1/sbox-dev_LhRhTPsrhS.jpg
Fix frenzy + checkpoints not resetting correctly
Additional debugging
Further optimisation to zone score updating
Added a button to toggle nightlight in the Workshop scene
fixed tier 3 lootbox rotation
'DM Tier 3 Lootbox.prefab' updated
Ensured start spinout is called on death enter instead
Fixed some extra unwanted state transitions
When in debug camera, instanlty disable nightlight instead of fading it out over a few seconds (if nightlight_debugcamera_enabled is false)
▌▍▇▄▇▄ ▌▊▆▇▇▄▆▄▄ ▉█▍▋▍▍ ▍▆▊ ▉▍▊▍▋█▌▍ ▋▌█ ▅▇▋▋▋▅▉ █▅█▇▄▊▅▌ ▅▆▌ ▌▋▌▊▋██▇▍, ▍▋▉▇▆█▊▍ ▆▋▆▄▋█
Publish: handle libraries referencing each other during compile
Fixed 'env.nightlight_enabled' convar not being evaluated during the whole night
Added 'debugging.debugcamera_nightlight' to disable nightlight when using debug camera, off by default
Retain upload case sensitivity when upload a source package
Wrap FileSystem.ProjectSettings in a AggFileSystem, so when it's disposed it doesn't dispose the package's filesystem. What a fucking mess.
Move CreateProjectFolders so it can be called from elsewhere
▋▋▉▆▉▉ ▄▊▋▍▇ ▍█▍▆ ▄▌█▊▇ █▍ ▉ ▆▆▇▆█▊ ▆█▍▅▋▄▍
Added UnicastAttribute / codegen
Warn in OnObjectMessage if ActiveScene is not set
Document UnicastAttribute
Prepare world item prefabs, updating the physic mat on all of them to the new one. The new physics mat is a specific one for dropped items, so if we want to edit it again, we'll be able to just edit the mat instead of every world item
Upon changing a component type to abstract and you have component references, add it as a missing component