136,649 Commits over 4,474 Days - 1.27cph!
Update(tests): bypass grid spawn in HexagonGridGenerator tests
Tests: TestMTSave(HexagonGridGenerator) pass
Update(tests): patch HeldBoomBox
Tests: TestMTSave(HeldBoomBox) pass
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing
Tests: TestMTSave(GameModeSoftcore) pass
Update(tests): patch BaseHuntEvent
Tests: TestMTSave(EggHuntEvent) pass
Update(tests): patch DynamicDungeon
Tests: TestMTSave(DynamicDungeon)
Update(tests): bypass createdObject spawning of DroppedItem in unit tests
Tests: TestMTSave(DroppedItem) pass
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode
Tests: TestMTSave(DeepSeaManager) pass
Update(tests): patch BradleyAPC
Tests: TestMTSave(BradleyAPC) pass
Update(tests): patch BasicCar
Tests: TestMTSave(BasicCar) pass
Update(tests): patch BaseProjectile
Tests: TestMTSave(BaseProjectile) pass
Update(tests): patch BaseGameMode
Tests: TestMTSave(BaseGameMode) pass
Bugfix(editor): add NRE check for OnValidate of HeldEntity
Tests: TestMTSave(BaseFishingRod) pass
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
merge from hackweek_fuse_icon
Fix holes depth target not being assigned for BRP
Validation when adding or removing holes to prevent errors
UX changes + polish (animations/highlights/better guides)
Refactor demo controls styling into uss rather than just inline styling big chunks.
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
merge from shield anim subsystem
Better subsystem blending values
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected
Matches the existing mountable gizmo behaviour
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
- Play a viewmodel hit animation
- After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
Stop pool mountable dragging you along with the cue ball once you shoot
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
Actually put the 8 ball in the middle like real pool
Cleaner game in progress/leave game logic - makes everything clearer
Fix alt looting from player corpse bags -> player inventory
- fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing
- fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
Start Singleplayer & Start Multiplayer pool game options
- More complex setup for mp game, joining/leaving etc
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
use new RRP/BRP grab pass subshaders for player pixelation
Added tooltips to various elements (texts and close button) on cui.cui_test
Updated cui.cui_test background image URL to use https
merge from sv_console_history
Added caret repositioning support (using left / right arrows)
Use Ctrl to jump to the nearest space
https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
gamesroom jukebox
- tidyup folder
- full setup jukebox prefab with all the things
- merged models to single mesh
- removed redundant materials and old model
merge from automated_testing
only players in the game can reset the board, otherwise you must wait for idle endgame timer
darts fixes
- fix RPC_UpdateThrowTimer (pretty sure)
- fix deploy bounds
- fix collider not being representative
- include mat in placement guide
- remove rotate from placement
- set health value
- can only palce dartboard on construction
- add ground watch
- fix look rotation error spam
- fix SpawnReticle NRE
- fix outofrange exception in 2 player
- remove "win game" placeholder effect that was causing crash
- adjusted bounds of everything in the prefab
New automated test checking all Gibbable components for mesh colliders that are missing RW
All pass as expected
merge from fix_realmed_remove_warning
Fix RealmedRemove warnings on small ramp and advent calendar
Update(tests): patch WeaponRack
Tests: TestMTSave(WeaponRack) pass