251,220 Commits over 3,959 Days - 2.64cph!
Display how much the minigun slows down the player in the gun information panel
Assigned the minigun a unique description
Dynamically update the item slots shown on the gun information panel, instead of always showing 4 slots
Fixed missing animator parameter warning when equipping a minigun
Fixed exception when quickly switching between a weapon with a sight and the minigun
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Leaderboard backup, run #
11080
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Fixed Deluxe Christmas Lights inconsistent UI behaviour, it now displays the five options and select the current mode by default when opened
Don't show the current mission objectives on the map screen (they overlap with the markers UI)
Add a section to the markers UI that shows the current missions, clicking on the mission entry will focus the map on the current misison objective marker
Fix nav mesh generate trying to add bodies with no shapes
Fixed Timer Switch being triggered by circuit updates even when the power amount didn't change
Leaderboard backup, run #
11077
First pass on mission + conversation
Unobsolete obsolete code
Fix crash on start / gave myself more work todo
Fix null reference when ball physics body is null
Fix crash on AnimateIntoPocket / Fix ballhistory duplication
Merge pull request #1 from Louis-Ladd/main
Fix current crashes and networking issues
Fixed AND, OR and XOR switches emitting light when unpowered
We should be able to get away with not copying these manually, asset system should handle it
We need a few files from core, though
Clean up, slightly improved wizard
Merge from mission_improvements_may_24
Add a UI panel listing all of the objectives and rewards for a mission when the player is about to accept a mission
Use a mono mix buffer without volume scale to process lipsync, allows sound with zero volume to still drive lipsync
Fix concave shapes not combining friction and restitution
Consolidated a bunch of localization strings, several mission objectives had descriptions with the same english text but different keys
Update lumberjack harvest wood description string to use a new localization key and adjusted text to not mention the required count (as we add that dynamically now)
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Subtract
95838 - was meant to be on a sub branch
Fix checking cooldown incorrectly
Fix quota convar overflowing int by casting convar to long before calculation
Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights
https://i.imgur.com/JwxhgOJ.png
narrow pieces and better file naming
Fixed laser shooting sound path
Fix paths, temporarily copy sbproj
Load from manifest, un-hardcode paths
Control player colors from PlayerManager instead of multiple times in multiple places
Initial standalone build wizard
Standalone player exe
Export into `data\`
Copy all the stuff we want from core, base, citizen, bin
Application.IsStandalone, don't try to load menu project if standalone
Add HealthComponent.LifeState, add ILifeStateListener, add ability for players to die (soft death, disable renderer, collision, input)
Get rid of player's extra box collider
Allow vending machine to be rotated 90 degrees
Projectile collision event, projectile damage, health component
Move ActionGraphExtensions to its own file
First pass at multiple ActionGraph tabs per editor window
Paint highlight outline on players instead of tinting them
Fixed storage monitor not taking into account partial stack changes
Merge from main -> harmony2_3
Fix backpacks being dropped onto ground inside safezone when you die and being lootable instead of staying on the player's corpse
code now needs to be in Code subfolder, assets need to be in Assets subfolder (hard coded and removed option to change)
Editor and UnitTest folders should be in the root of the project
merge from effects_pooling_warmup
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Straighten road next to roadside monuments