243,865 Commits over 3,898 Days - 2.61cph!
Restore my lost scene hierarchy changes for the third time
WIP test map
Not ready to play yet.
Merge branch 'main' of sbox-hc1
Prop.CreateGibs returns the list of gibs
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
Drop object create and grid snap in one place instead of everywhere
Add ParticleSystem.Bounds to get static bounds of the resource
Add ParticleSystem.LoadAsync
Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
Cubemap fog just takes material from current skybox
https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
map updates - figuring out catwalk
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
Define win state for cash grab
Add EquipmentDropper.Categories so we can define which slots drop on death
Transition to picked up state when someone picks up the cash
Add CashPointTracker.Cleanup
Add CleanUpCashPoint rule
Add CashPointBagExtractedEvent, ListenForExtract, we have a working flow now
Don't shrink scores in team display
Can define dropped collider size for weapons
Added cash bag marker
Some work on marker system to handle lifetime better
relic salad
relic wristwatch
font changes, button sfx
medic helmet, vampire
maracas
fix timer death bug
Dispatch equipment drop/pickup events, change state copy behavior to grab from components on the weapon instead of expected components on the new weapon
Track who's holding the cash bag
Create a CashBag component on the dropped cash bag, so we can make markers for it
Fixed drone model orientation
de_g: More scene hierarchy changes
Rotate minimap icons based off player's yaw, or 0 if we're in full mode
Fixes, better state management for cash point
Expose ExtractionPoint Trigger
Add cash grab components
scene updates
added text in-map for callouts
de_g: Clean up scene hierarchy
More work on cash grab, tracker, cash point, extraction point, game state rules
Create GameModeObject, for disabling game objects that we don't want for specific gamemodes
de_g: Group up defuse related components in one gameobject, disable them if we're not playing defuse. Including all the bomb site marker decals
Add TeamScoring.ScoreFormat, to allow gamemodes to define scoring format
Add currency scoring format to Cash Grab
Start designing cash grab gamemode flow
Pedal bikes have a chance to spawn on roads
Adjust motorbike wheel height
Fixed sidecar suspension. Fixed foot IK NREs on some bikes.
Foot IK for the trike passenger, and rotation limits. Removed starter key code.
Trike passenger mount added
Trike rear wheels turn, though on the wrong axis
Assigned the correct gibs models
Merge underwater_fog -> Main
[Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader
I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement
merging gibs for sidecar and tricycle (merged the tricycle folder in the process)
Citizen/animgraph: conversion of locomotion lean layer from hacky, '15%-of-a-big-overlaid-change' version to model-space additive — still needs tweaking
FPArms: genericized versions of new ironsight additive animations for the shared library
v_mp5: completely reworked state machines for triggering additive transitions (sprint & ironsights); the additives now always play correctly (and completely snap-free regardless of mashing) when their related poses are disabled by Tags, without any weird special case handling + holstering while sprinting doesn't clip into the camera anymore
v_mp5: reworked ironsight animations + changed ironsights pose
https://files.facepunch.com/maxlebled/1b1511b1/sbox-dev_2024-06-15_01-07-07.mp4
Implement following the player
Fix buy zone rules for non-host players
Make sure game mode parent object is networked
Maybe this doesn't matter?
Fix skinned model renderers using incorrect bounds when switching from a model with bones to a model without bones - use rigid bounds type for boneless models
Finish up the rest of the markers
Got monument map markers working
Remove every map generation component from scene spawner prefab for monuments
- only output GameObject + ScenePrefab component
Spawn normal prefab when doing map generation so we can guarentee that all map generation components are present
Remap to scene spawner only when spawning world