243,186 Commits over 3,898 Days - 2.60cph!
Lighting prefab backup / Volume fuckery
Added Dash/Roll. Invulnerable while dashing
Added Dash Particles
Hill cliffs proc map settings
Hill cliffs progress and mid size variants
Don't create an empty gameobject when getting a cached scene if the prefab doesn't exist
Update Sprite Tools
Shorter Range on Uzi Weapon
Added Bullet Pop Effect to projectiles
Only run OnAnimationComplete if Game.IsPlaying
Changed SpriteComponent title to "2D Sprite Component" to prevent confusion with existing sprite components
Fix Sprite Objects being dragged in with an incorrect rotation
Added SpriteComponent.GetAttachmentTransform to get Transform of an attachment without having to create Attachment Objects
Added documentation to PlayAnimation function
Made Attach Points much more visible in the Sprite Editor
Hopefully prevent spontaneous crash when crating new Attach Points
Delete the test sprite
Fixed setting TimeUntilTransfer every update
Add StartMapVotingOnEnd, load the winning scene instead of returning to the main menu
These are meta files from Unity, they should not be here
When host loads a new scene, send a message, and have all connections reconnect to the game. We'll do this in a much better way later on
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Merge from cached_ping_query_reduction -> main
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Adjust w knife positions
Disable player's shadows for now
Fixed Z-indexing and camera height
Fix clients getting stuck during loading after changelevel
Add proxy circle behaviour to wolf to test anims
Re-organized Room Prefab folder structure
Started on Interactable Entity
Recipe, description and placeholder icon
AI can now trigger tin can alarms
Better fix for English (US) keyboard layout being force added/removed
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Pitch coin sound when picking up consecutively
Update player hitbox
Don't run Entity GameObjectSystem in editor 😅
Fix Map Generation + Prefab Spawner Networking
Fix connected clients not picking up coins/other pickups
Show other players on HUD
Fix Z-Layering for pickups and networked players
Sync Player Coins
Fixed most the collision issues
Move Entity Updates to GameObjectSystem. Big performance boost
Placeholder audio, repair & protection values
Moving everything to occlusion volumes WIP.
Static candle prefabs support volumes.
M700, Spaghelli alignments
Mount points
Bike Cargoship Parent -> Main
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
Only bother getting the trigger parent component should the bike have a driver
Changed up some spawn rates
Replace all spawners with different prefabs using prefab variables (so i can change everything at once a lot easier)
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
Update some world model positions
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Replace with new NEW character
Update human_idle_player animgraph
Removed old models/anims that we do not use anymore
Number Particles fade quicker
Added box spawners to each of the test rooms
Set up phys joints, phys shapes
Added Damage Numbers to entities
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Export out animation list, weight list, hitboxes for new char
Add shapeless heightfield cast for Terrain.RayIntersects
Added PrefabSpawner which randomly spawns a selected prefab in the box
Added random enemy spawns to each room