244,578 Commits over 3,898 Days - 2.61cph!
merge from RepairBenchSkinName
merge from io_seismic_sensor
ResourcesPage path widget directory is relative to the Assets directory
merge from small_oilrig_vent_fix
reapplying
98066 hackweek_renderlod_collapse
Pause Game Start dev command
Expose Terrain size properties to settings sheet
PlayerInventory.CanTakeWeapon(WeaponData)
Limit to one per slot (except grenades)
SpecialWeaponAllocator, use to give bomb to one player on T side
Changed GameObject prefab deserialization to return promised GameResource, instead of failing and throwing, fixes a race condition where prefab resource hasn't loaded in time
Slot property in WeaponData
Fix weapon references in bomb_defusal game mode
Bomb sites specify explosion damage range
So it can be tuned per map
Use bomb defuse gamemode in de_garry
Zone component, used by bombsite
Let's see if this works, probably not..
small rig vent prefab was missing environment volumes
Re-exporting large oilrig vent mesh with correct normals
Redid the small rig vent collider to be like the large one since the large one does work
Remove RMR from MP5
Lower the base player accel
Delete PlayerPanel.razor.scss
Expose AirAcceleration, jump is tied to Input.Pressed instead of Down
Restore weapon icons to buy menu
Use weapon icons
Add PlayerPanel, kill feed respects team colors
Add inflictor to damage events, pass through to kill feed
Fixed my suspend switching change happening on non-local clients
Can only die once, stops kill feed spam
Add IKillListener (prep for kill feed)
Leaderboard backup, run #
12114
Can suspend weapon switches in a scope, only switch weapon when we're done giving out loadout
Add support for weapon deploy sounds, hook up knife swing/deploy sound
Use BulletSpread instead of hardcoded value
Support shooting many bullets per-shot (pellets), support single-chamber reloading (Shotgun), add Spaghelli
up the decibel range of all weapon sounds
Subtract
98066 (trying to fix broken build)
Input hint next to vitals to make it super clear how to open the buy menu (pending some better visuals)
More fish bait value adjustments:
Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value)
Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value)
Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack
Raw fish meat is still 0 bait value
Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle
The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
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Fix trigger_wildlife_trap somtiems not working in the editor
Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
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v_spaghellim4: updated idle pose (again)
First person arms: various updates to prefabs + new non-weapon_root-centric shared animations (for grenades)
Merge from sprint_seed_fill
merge from main -> allow_barricades_monuments
Fix unity somehow removing "Show Building Blocked" I added to the options menu
Don't show red building boundary around substations inside monuments (only outside or on edge)
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
Fixed debug log when flood filling seeds