242,914 Commits over 3,867 Days - 2.62cph!
Get rid of material override on the jeep
changed minimum sizes for unique environments procmap spawns
canyons 3500+
lakes 3000+
oasis 2000+
Remove minimap overlay tint for now
Add ticket draining based on occupied capture points, can configure drain frequency, drain amount per point
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
Re-rendered minimap, given minimap volume and label to cap points
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
hid the barrier at the gates as it often floats on some seeds
Added capture point component, prefab with variables
Revert, people are relying on this
Added TicketBasedScoring, InitialScore to TeamScoring, Conquest gamemode prefab
For now just equip the first weapon when leaving a seat
Don't play footsteps if the player is parented to something - maybe not the best behavior but it works for now
Move the player up 100 units, with note of implementing exit points later
Fixed offset in vehicle mountable gizmos
cleared a blocker in master house bedroom
added back missing ceiling lights in off variants in storage building large
detached the barriers from front gates to allow AI vehicles through
cleared a wider pathway for AI vehicles to drive through town
raised mud tracks slightly to cope with procmap weirdness by the roadside
Collision shapes with no tags don't automatically add solid tag, I don't think this is needed
Split out player vehicle stuff into its own file
Transition label icons
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_TPwf3C9W4P.png
Control animation helper state when in a vehicle, cancel out any kind of additional translations
Nastily parent the player to seat / unparent them on leave
Eject players from seats if the vehicle is destroyed
Fix trace RunAll not doing a RunAll trace for hitboxes
Transition labels
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_8nKZYMuzwe.png
Added seats, notion of entering/leaving a seat (doesn't do any parenting or anything yet)
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers
Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
Leaderboard backup, run #
13015
Cleaner, simpler interface
Fixed some more custom mode edge cases
Fixed condition sorting not producing deterministic results when comparing items that don't have condition
WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages
For when you need to sort your Pierres from your Bois
FloaterImage
satellite
microscope
coupon
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
Finally fixed colour options not saving through restart. Removed "both" colouring. Bumped version num to 0.4.
Office Ceiling A material/texture pass.
Added a way to opt out of automatic sorting, enables a button on the container to sort instead
Deployable industrial fluorescent lights
Deployable string lights tests
Fixed sorting settings not getting immediately applied on the client side when changed
Items not present in the custom snapshot are now last
Better handling of blueprints in custom sorting mode
Fixed snapshot not working reliably
Better grid layout for custom mode
Alphabetic sorting now works with blueprints (sorts based on name of the blueprint target)
Fix soundtrack not showing as purchased
Implement song preview with auto toggle off
Formatter somehow removed usings