243,650 Commits over 3,898 Days - 2.60cph!
Use ClassName when serializing types generated with compedit
Maybe we'll want to always serialize as ClassName if the attrib is present?
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Refinery map updates
T spawn rework
Fix MainHudPanel BuildHash
Healthbar colour changes based on amount
Removing a bug after readying will unready
Cells mark as orange when hit and occupied. Green once empty.
Fling rock SFX
Clear all bugs SFX
Only clear cells in Playing State
Outdoor ambience
Player join SFX
Rock break SFX
Reticle Click/Cancel SFX
Fix template default directory
Fix first time code gen
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Disable event editor for now
Reimplement detailed entity profiling that was lost instead of stashed
Change to single int to describe entity profiling mode
0 = off
1 = count spawned per frame
2 = count per type of entity spawned per frame
3 = count per type of entity across server every 5 minutes
Reset all profiling measurements on the first frame profiling is enabled
- fixes some stats counting incredibly high
Add PlayerLoadout, for persisting loadout choices through lives, defuse kit is there by default
vm frontier hatchet - added bones for beads & tassel
Append (disconnected) to dc'd players
Added various editor events to ActionGraph editor
For component editor library to hook into
Expose a way to deserialize ActionGraphs with a cache
Add ActionGraphTargetAttribute
Use first SourceLocationAttribute if multiple found
Prefer Player.CurrentEquipment over Inventory.Current
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Clients shouldn't be trying to set PlayerId stuff
additional profiling, a few quick wins on performance
Improved handling for CurrentEquipment being invalid
Added "Secondary Detail Layer" to standard terrain blend shader
Prevent hosts from controlling (/accidentally firing) as bots in spectate
Reticle Aiming SFX
Add bug splat particle on death
Set some prefabs to Never Network in snapshot
Damage Number Prefab + Component
Fix overlapping Reset to Default on ControlSheet with Reset Transform context menu. Add individual reset Position/Scale/Rotation on Transform context menu (Fixes Facepunch/sbox-issues#4867)
player update. 3p kayak anims updated
Update Facepunch.XR to 8d9bfbf, re-work pose submit
Save off the exact same poses we get from Facepunch.XR when syncing + only call beginframe/endframe/sync if we're rendering in VR
Use one single space for everything (stage space), move some stuff into sync()
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
Merge Travelling Vendor -> Main
Fixed wheel colliders having a slight gap with the ground
Fix not entering freecam at last view pov
Show spectate ui when in freecam
Start spectate in POV cam
initial skinned oni cloth setup for ghostsheet
small perf modifications to oni cloth and initial setup for global solver updater
Bring back deathcam, re/spawn fixes
SelectedWeapon, defaults to weapon with unlimited shots
Started Pebble Splash weapon. Can change selected weapon from hud now.
Deplete from weapon inventory on use. Can't select weapon with 0 left
Finished PebbleSplash Weapon. Each weapon has its own thrown prefab.
Remove a bunch of debug logs
Update some timings. Segments also linger for a sec before dying if they die in 1 hit
Pebbles no longer destroy each other on collision
Merge from qol_building_preview_lerp_snapping -> main
Use first SourceLocationAttribute if multiple found
Rigidbody transforms physics body position and rotation independently only if game object position and rotation has changed
Added "Mask" blend type to terrain blend layer
Removed unused TerrainLayer.cginc
Fixed compile error when using terrain parallax variants