242,829 Commits over 3,867 Days - 2.62cph!
Implement GetWeaponEffectiveness
Internal HookAfterDepthPrepass
Darken AO texture since we're compositing to ambient lighting properly now
Networked scene load (#1648)
Loading a scene over the network now just sends a fresh snapshot and re-handshakes with clients, rather than telling them to reconnect later and disconnecting them all.
OnChangingLevelMsg -> OnSceneLoadMsg
Separate scene loading & finished loading, broadcast to clients as soon as we start loading a new scene
Tweak leggy gait
Update libstates
Add ResourceGatherer weapon component
Drone has damage numbers
WIP wander helper component
burst cloth handling view model scaling
- requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
Instead of booting to Main Menu when no selected Character, open Character Select Modal. Only spawn Player once a character is selected.
Added new Dart ammo type.
Added a basic damage bone dart item.
Set blowpipe internal mag to use darts.
WIP
Added more functions (enumerations) - also added top/bottom of pipeline bits for stages and a generic flush intended for testing as this will flush the pipeline (wait for all gfx cmd buffers to complete.
Limit leggy turning speed
Started on leggy lad
Leg component with some janky IK
Move SceneLoadOptions into Sandbox.Engine, forward to Sandbox.Game
Send SceneLoadOptions over network
We only need to worry about ShowLoadingScreen - both IsAdditive and
DeleteEverything would be handled by the host and then applied to the
fresh snapshot that we send over, so we shouldn't have to worry about
those
Remove auto-added using
Applied shelved placeholder item setup
protocol++
Cut all this down some more so we're not changing things for no reason
Added TextMeshPro to the clientsideOnlyTypes list in PrefabPreProcess, so it is stripped before its MeshFilter
Register handler instead of using internal message type (same as before)
Make it clear that all of this is called after the scene has loaded, clean up
Automatically mount shared drive on Mac
Just rotate the character always for now
Make the footstep component play on SkinnedModelRenderer.OnFootstepEvent instead of arbitrary timer
Fix modeldoc vox importer using color palette wrong
Add a few sounds for weapons, melee weapons have a delayed swing
Adjust attack range for Sword
standing stones
Merge branch 'main' of sbox-hc2
bothy
Merge branch 'main' of sbox-hc2
Bonemerge character mesh onto an invisible citizen
Better trace trajectory for melee weapons
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
re-use already calculated shore distance and terrain height values in water heigh calc
Setup for all weapon rack variants
Checking in pending changes before switching branch
Add methods for setting the player's main hand / off hand weapon, can do it from a GameObject, or a Prefab
Refactor AirMover / GroundMover to inherit BaseMover