244,457 Commits over 3,898 Days - 2.61cph!
Prevented vendor from tipping over in some scenarios
Don't re-enable the camera every single frame
DoF with reverse depth
Shaders for reverse depth
Voice chat filter sends to spectators
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corrected some texture settings for roof asphalt
corrected some small rotation errors in storage warehouse prefab
Removing BuildOptions.CleanBuildCache as a test (had issues on 2021 without this, giving it another go on 2022)
Set electrical heater light shadows type to hard (soft shadows were murdering performance)
Fixed base bullet spread not being hooked in
Swap scores around on team swap
Fixed LightLOD always setting light shadows to Soft instead of choosing the mode set in the prefab initially
Upped min player count for competitive, max rounds up to 30
merge from searchlight_fixes
merge from invisibleplayers_fix
merge from bradleyvisual_merge
Show gamemode title in scoreboard
Add separate 5v5 defuse gamemode for competitive rules, other one is just casual 10v10
Add damage taken post processing
Punish players for crouching too much
Turn occlusion for door sounds, door itself doesn't block sounds
Cap team sizes for defuse to 5
Track original owner of weapon, show it in the weapon row
Burst upgrade 1.8.13 -> 1.8.15
merge from electricalheater_fix
Expose falloff curve for explosion damage
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it)
Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL
TextDialog cleanup
ControlSheet.AddRow just creates a ControlWidgetRow (single path)
Move ComponentSheetHeader to its own file
Now GameObjectTransformControl uses the new path, we don't need to manually align margins
MakeIdGuidsUnique returns a translation dictionary
Store prefab guid to instance guid translation table on prefab instance root GameObject
Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab
Add CloneConfig.PrefabVariables
Add PrefabFile.VariableList
Simplify prefab instance lookup object by id
Add PrefabScene.VariableCollection
Prefab variables end to end
Add facepunch.libevents library
Use libevents for damage / kill events
Fix GameEvent.GetImplementation<T>
backup storage building large
Fixed electrical heater not deployable on armored wall hard side
Citizen/animgraph: improved scale_height parameter (see commit comments)
• tweaked input poses, especially the tall one (5% less legs, 5% more torso & arms)
• tweaked stride scaling: from 0,1,2 to -1,1,3 (this lets short characters cover much more ground, and helps prevent IK pops on tall characters)
• added a new weighted constraint to the procedural neck_clothing bone so that it won't flip anymore on extremely short characters (with e.g. jumpsuit outfit)
• scaling your height is now bouncy because it looks fun: https://files.facepunch.com/maxlebled/1b1111b1/sbox-dev_2024-06-11_11-58-31.mp4
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player update. shovel entity updated so the shovel is held correctly on 3p animations
Fix headshot effects originating from the attacking player instead of the victim
vm handcuffs
- added hit anim
- udpated animator
- added anim events to attacks
- organised folder
- added effects folder & effects for events