243,186 Commits over 3,898 Days - 2.60cph!
Leaderboard backup, run #
12562
Models and materials folders
Changed main menu player podiums to be a prefab, can spawn a weapon prefab on them
propagated the latest changes into procmap stack
Validate BodyRenderer when trying to set bomb plant anim
Should have fixed ADS issues over the network
Shouldn't need to run this if not possessing spectator
Adjust physics shapes/joints to reduce stretchiness
Shouldn't need to run any of these without being in control
Hook in new NEW T character, re-add a few textures that were missing
Leaderboard backup, run #
12559
Revert "Don't create an empty gameobject when getting a cached scene if the prefab doesn't exist" - causes issues for prefabs on boot
Commit missing change from private to public
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
No need to pin this memory anymore, height shape makes a copy of it
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Added first pass win and lose anims - currently not hooked up to minigame
Merge from fishing_full_inv_fix
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
Update height collision region
Update height field without recreating the shape
Spawn enemies/other prefabs once room generation is finished
Added Item Rooms and RoomType Enum
Created Boss Room Assets
GameManager.IsMapGenerating, Pause everything while generation occurs
Fix Map Generation Hanging sometimes
Added "Generating Map" UI
Update Sprite Tools
Fixed odd png issue
Don't keep setting terrain collider to static if it's already static, this is causing an on dirty, don't dirty collider on heightmap region dirty, we should be able to update this faster
Added RPS icon for gesture wheel. Updated UI to match new designs.
Player model cleanup
Added a blocking state to the 3rd person animator
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
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Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
Update Sprite Tools
Update Sprite Tools (again)
Updated all Item Sprites to use the same origin
Improved InteractableUI
More InteractableUI cleanup
Created Item Prefab
Update Sprite Tools
Update All Sprites Again
Item Prefab assigns a random Item when Item is null
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First pass on damage logic
Shields can take hits and the hits are absorbed by the items condition
Shields can have different ProtectionProperties like a BaseCombatEntity
Shields can take hits when mounted on the back and abosrb the damage like they were held
Broken shields won't appear at all
Fix TextureAtlas NRE when uninitialized
Fix more sprite component errors when no Sprite is set
Added popup to Create Sprites menu option allowing you to specify import settings for each sprite
https://files.facepunch.com/CarsonKompon/2024/July/18_19-26-TinyWrenchbird.mp4
magic wand
carrot
caterpillar/butterfly
tornado
map
cockroach
key
broccoli
medical license
magic 8 ball
Whoops creating sprite from menu didnt actually save the file
Update Sprite Tools
Created ItemResource
Expanded upon ItemResource
Update Sprite Tools
Added SS1 Item Sprites for now
Interactables now show info panel when standing on
Added some test items
Made ItemResource only take Sprite, Interactable Icon takes texture from Sprite
Update Sprite Tools
Fix error serializing SpriteComponent without a Sprite
improved visuals of the glass on the DPV
altered texture and materials
Added Right Click Menu for creating 2D Sprite(s) from image files
https://files.facepunch.com/CarsonKompon/2024/July/18_18-16-TurbulentBongo.mp4
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Leaderboard backup, run #
12551
Both player models V2 skinning
Added relief map option to standard-specular shader
New faster and more accurate compute-based relaxed cone map generator
Fix Sprite Component gizmos erroring when no Sprite is set