242,841 Commits over 3,867 Days - 2.62cph!
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
further improvements
- replaced managed simdata with native
- corrected flattened 3D array indexing
- adjusted baking output to write data in native layout (rebaked)
Fix [RequireComponent] on properties in derived types
GroundMover: implement MaxTurnSpeed
Leaderboard backup, run #
13159
WIP aim pose system, starting with an editor to author poses
Fixed map markers getting deleted when right clicking pings on the map screen
The ping that was right clicked will now be deleted
Swizzle vox import and center it on XY plane
Support .vox version 200 in modeldoc (although I don't see any format changes?)
Merge from monitor_loopping_gesture_fix
Merge from wiretool_spherecast_fix
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Merge from map_perf_fixes
Removed Update method from IndependentScale component
IndependentScale updates are now called from the Client class
MapScaleIndependent updates are now called from the MapView
Should save around 0.06ms during general gameplay, varying based on map size and number of markers
Automatically get the field offset of gameserveritem_t.HasSuccessfulResponse instead of hardcoding it
Change codegen to make interface classes partial
Codegen
Add ISteamMatchmakingServers.HasServerResponded() to partial class instead
Don't run the vending machine map marker update if the map isn't open, should save about 0.09ms a frame, varying based on map size and number of vm's
Backups: scene, raw anim/mocap takes, prefabs and timelines
Wall clip improvement tests WIP.
Don't try to load save data that we know is empty
Make the main menu easier to see
Created CharacterSave class with basic Character Select screen on Main Menu.
Create Character button no longer instantly creates and instead has it's own menu. Can no longer edit properties after creation
Save Player to Character file (OnDestroy)
If you join a server and don't have a character selected, boot to character select, rejoining the server on select. If you're in the editor it will just select first character or create one for you.
Characters Save and Load properly.
Fix serverlist query allocating a large amount of memory when a large amount of servers are pending
Make voxel test scene a bit nicer to look at
Don't run the CanPlayerUseWires spherecast every frame if the player isn't looking at an IO entity
[Pick] Add SceneCamera.InternalAttributes for things that should never be overriden
[Pick] Add RenderAttributes.Remove
[Pick] Child cameras in UpdateSceneCamera also gets parent camera attributes
Remove renderhook hack on AmbientOcclusion, just pass attributes directly
Enable lingering on TCP channel
Reload scene data on clients rather than disconnecting and rejoining when calling `Scene.Load` on a networked game
Allow voxel model to be transformed
Leaderboard backup, run #
13152
Can change voxel size through Constants.VoxelSize
Fix nullable warnings
Created StatusEffect GameResource and StatModifier components. Incoming/Outcoming damage affected by respective variables
Implemented 4 different base stats that you can upgrade upon leveling up. Only Base Damage and Damage Reduction take affect at the moment.
Added max upgrade amount for stats
Added drinkable radioactive water to new radtown
S2P