243,678 Commits over 3,898 Days - 2.60cph!
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Networked BugSegments now position themselves properly
Don't create more boards if more than 1 player joins the lobby.
Opponents bugs are hidden when created
Added Local Player to Player Hud
Finished basic header UI for GameHud
Remove plane from Board Prefab
Include UI assets in resource files
Update poses for Facepunch.XR submit, prevents jittery and spongey tracking
Updated Vintage Wardrobe FBX and Prefab
Fix official servers tab not loading all servers when cache is turned off
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
Init package string table before loading menu
Main menu panel has background if running in VR
Update map, add references (ideally we should be shipping these with the game, but this is easier to iterate with)
Shadow cascade blending fallback when fov is low to prevent artifacts
Add `BlockBarricadePlacement` tag to subway entrance as it's not considered a monument
basic environment blocking
First pass at method generation
Fixed logic for motion enabled and root only networking
edited blunderbus viewmodel reload and admire anims
Fix checkerboard pattern for networked opponents.
Created a few UI sounds
Implement sounds for selecting, deselecting and placing
Resetting Bugs resets the state of Board Cells
Fix summary in hinge joint
Remove Most Recently Active (gonna do it a different way)
Make in: query more reliable it's identical to dep:
Add sort:random (pseudo)
Can now freely destroy/respawn player pawns
Add target angle motor to hinge joint https://files.facepunch.com/layla/1b2611b1/sbox-dev_QfAznFLsZh.mp4
Keep world position when parenting map collider only when not using world origin
Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects
Added scaled crocodile rig and mesh
fix for decal trims on storage warehouse.
Added Reset Bugs and Ready/Un-Ready Buttons to PlacingHud
Game starts when both players are Ready
Pick starting player on game start. Focus camera on the active player
Block all .log files
Destroy font texture IDs on frame start, not during rendering
updated 3p surrender anim loop & transitions
GameInput ignores Cells that aren't owned locally
Added GameHud panel for Playing State
Move starting amount to Bug Resource. BugInventory is now a Dictionary
Simplify pawn stuff a bit
Renamed wallpaper prefabs
Added various editor events to ActionGraph editor
For component editor library to hook into
Converted wallpaper to building block conditional models instead of entities
Save an int on the building block corresponding to the wallpaper skin and spawn conditional models based on that
Don't transform map colliders for maps that don't use world origin
Allow selection in Placing State
Created Bugs are now Networked.
Don't allow player to start a selection on an existing segment
Adjust bug colours to not be confused with selection/occupied colours.
Reduced distance to kirb
Clear hits list in between
GameObjectFlags.DontDestroyOnLoad works
Session hash is a guid
Benchmark service
Remove debug
Benchmark api input
Added ResultsHud. GameHud -> MainHudPanel.
Added Drawn debug to board gizmo
Fixed IO hoses material fuckery again, unity didn't like the renames
Add duration argument to benchmark entry
Created PlacingHud and WaitingHud. Created Waiting for Opponent State.
Default CanSelect to false in GameInput
Update org
Wait for a second player before entering Placing State. End the game if player leaves for whatever reason.