251,116 Commits over 3,959 Days - 2.64cph!
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more track pieces, name changes/organization
data/ conflicts with existing path, use export/ instead
Load assembly, filesystem
Copy base UI textures and fonts
Cleanup
Move standalone-specific stuff into StandaloneGameInstance
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Merge from unity_2022.3.24
Merge from unity_2022.3.24
Add ability to toggle between twinstick movement and face-velocity movement
Merge from unity_2022.3.24
Removing UnityEngine.Profiling.Memory.Experimental references
Don't start the game automatically when everyone's ready, let them press a button
Add boost thrusters to player
Make sure worker threads start when calling RunInThreadAsync( Action )
Log a warning if a task runs without yielding for more than 1s
Facepunch/sbox-issues#4608
Cast shadows of non culled lights, not culled lights.. wtf?
Only debug draw actual shadow casters, add spot light debug drawer
Override throttle for crash
Stopped heli death until spinout starts
player update. exported/set up 3p smg animations
Shield is continuous instead of toggle
Use other speeder model
Re-add ship exhaust FX (lost them somehow)
Add append shadergraph node
Allow node result functions to spit out errors
Fixed some bugs preventing spin out state after reaching monument position
Fixed ENT.PhysicsSounds defaulting to true
Added physcannon_instant (defaults to 1)
Exactly as it sounds, makes the gravity gun be able to be used instantly after switching to it, bypassing deploy animation (and sv_defaultdeplyspeed)
This default value preserves the original HL2/GMod behavior
Fixed normal combine soldiers with shotguns having their skin set to the shotgunner one
Reset ammo types on map shutdown as well & Cleanups
Remove more dead code
Explicit default value to GetMemberBool because it is defaulting to true(??)
Workaround animation event IDs on listen servers being set to "invalid" values
Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while
Fixes Facepunch/sbox-issues#5372
Add particle to bullet projectile & player exhausts
On death the patrol helicopter will now seek out a nearby monument to crash at
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Increase max range of random positioning
Ignore max distance check for subsequent spawn waves
Add OnPlayerSpawned event
Can reflect projectiles off shield components
Unpair all door controllers when TC is destroyed
Door controllers are now deployable on doors like codelocks
Added 3 new aux inputs: 'Open', 'Close' and 'Toggle'
Various code cleanup, codegen
Add BaseNavigator properties for controlling the new navigation settings.
Distribute chase ability between spawns.
Prevent excessive pathing & los checks in a specific situation.
Use RangedFloat for ShieldComponent bounds, add twinstick_debug_shields
Add twinstick_debug_health
Hook up respawn if RespawnTime > 0, on respawn, move player to spawn using PlayerSpawner
Add some Actions to ShieldComponent
Add basic damage system, IDamageListener
Add ShieldComponent, reject damage if shield is active
Fixed left trigger actions never being found
more splats/terrain tweaks
window size tweaks to facilitate jumping through in workers house
missing temporary collisions on carport
Fix map entities not being respawned on server restart due to getting a network ID but spawning being skipped (aka oil rig radiation entities)
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
Error list now shows messages from all open graphs
https://files.facepunch.com/ziks/2024-04-16/sbox-dev_aRXgE6cHMs.mp4
AI stops when they hit a certain distance from the player
Spinout no longer tied to death state
AttackingState will try to shoot weapon items if AI has it
Weapon items have an option for originating from its GameObject instead of the Camera