242,746 Commits over 3,867 Days - 2.62cph!
Add BlockItem. Make some stuff in Item virtual. Add Item.Name (virtual). Can use BlockItem.Create( Block, int ) to create a block item.
Blocks respect GatherSourceKind
hitching tweaks
- project hitch joint
- move ridable queue processing to fixed update
Renamed wainscotting icon and added minor grunge added to textures
Digital clock material and texture update
Update to Digital Clock material
multiple trees
Merge branch 'main' of sbox-hc2
Durability should be saved to Inventories now. Removed debug logs for it.
Implemented Mining Laser / TraceWeapon functionality. Added StatModifier which prevents BaseStats being applied on top of it since it's a basic tool.
Enabled cutout on default wallpaper skin materials, so you can see the wall grade behind
Block health working
Every hit does 1 damage for now
Digital Clock - Moved Materials Folder. Updated prefab text position. Updated mesh.
Updated Wallpaper Viewmodel and World Model to use updated FBX
Updated Wallpaper Viewmodel and World Model Material to use an opacity map
Added Wallpaper Viewmodel and World Model Opacity Map
wallpaper entity updated with wallpaper wm
Fix possible NRE in drone chase graph
Starting on block health
exported wallpaper viewmodel rig/anim set with latest wallpaper model
Get rid of hardcoded gradient
Update the page prefabs with branding, logo and layout masks enabled
NetworkSpawn persistence-created prefabs
unpacked prefabs for divesite
corrected robot_shell_a colors + scale
Add [JsonIgnore, Hide] to BlockToIndex
Small tweaks to subway texture grime, added wainscotting (still WIP)
Remove AllowedTools in favor of a GatherSourceKind (MaterialKind) on the Block defintion. Remove MinimumEffectiveness from the defintion too as it'll be unused in Zik's damage system
Added green wallpaper placeholder icon
Folder cleanup
Added Mining Laser Item/Prefab and TraceWeapon (Doesn't do anything yet)
World Update 2 -> Legacy Wood Pile Improvements
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
bothy update
Merge branch 'main' of sbox-hc2
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths
Player death effect now spawns particles in bounds instead of from one spot
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
Updated Rust+ pairing error messages toast with the new syntax
Fix VoxelParticles errors
merge from buildingerrors_improvements
Fixed RPC error when assigning a bag to a disconnected player who has already reached their bag limit
Fix WorldItems falling through the world (my bad)
Recompile vertex_color shader, fixes some fog issues we were having
https://files.facepunch.com/tony/1b1511b1/sbox-dev_kRzQ31t3HW.jpg
Remove my leftover debug logs
Added Durability Consumption on Weapon Use. Melee weapons only consume durability on hit
update signal_pylon colors