244,582 Commits over 3,898 Days - 2.61cph!
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
Old helicopter collision behaviour:
- 0 - 18km/h, no damage
- 18+km/h, take away a minimum of 15% health, increasing with speed
That wasn't working well for ground driving, where hitting obstacles would quickly deplete health. New rules:
- 0 - 25km/h, no damage
- 25+km/h, take away a minimum of 5% health, increasing with speed
Damage from high-speed crashes remains the same.
Merge from hackweek_renderlod_collapse
Changed helicopter grounded calculation to be more lenient in general
Clean up and standardise PlayerHelicopter file formatting
Exempt most of the renderer manipulating components from being collapsed (VehicleLights, StatusLightRenderer, DamageRenderer, etc)
Fixes train tunnel signal lights always showing all colours lit up
Only show building blocked to 100m from outside of border and 15m inside of border of building blocked
- convar to modify distance `building_blocked_preview_distance`
Fix item URLs no longer working if they're listed in a Cannot Buy category in as a Steam item, but are secretly still available to buy on Steam via some other purchase method, e.g. Ice AK. 😩
Fixed the tax rate of the tech tree being decided by the workbench level and not the tech tree level, fixes incorrect tax rates being applied when opening up lower tier tech trees from a T2/T3
Don't create a URL for Steam items where the price is "Cannot Buy", e.g. Boomer fireworks (apart from Pattern Boomer, which is on the perm store).
Added working URL for permanent store items that aren't UnlockedViaSteamItem or a DlcItem, but still have their own store page (e.g. Industrial lights). Fixed the order we look at things to get AK variants working again while keeping hazmat variants working.
Edge merge now supports 2 open edges from different meshes, meshes will be merged into one https://files.facepunch.com/layla/1b2811b1/sbox-dev_4CCaZjcxH9.mp4
Mark `show_building_blocked` as a saved convar
Expose `Show Building Blocked` in the options menu
Add `show_building_blocked` convar to disable the building preview on client
Add `show_building_blocked_server` replicated convar so servers can turn off the feature (if needed for modding)
Codegen
Disable Weapon component after we destroy it - check if weapon is Enabled when querying if we have a weapon
WIP fix for low opacity not actually being low when spacing is very low
Broadcast DryShootEffects
Fix NRE when local player is null in Crosshair
Fix errors in HUD when local player doesn't exist yet
Resources
Make networking stuff host controlled logic - player controlled movement / shooting. Weapons properly networked.
Output detected explosion vibration level regardless of the current energy
Increase height of supermarket building blocked box to clip underground slightly (like the sphere did)
Change supermarket to only a single square `prevent_building` collider
- removed the extra sphere collider but resized the square to be the same overall shape
S2P supermarket
Show building blocked of monuments with the BR sphere effect
- will only show monuments & caves (not roads or rails)
- only will show when holding building plan
https://files.facepunch.com/jakerich/IgNQuA7CXFEAEXaM/1TDceAwIsJp7iV7A.mp4
Added mantle to cinematic setup
First person arms: bring back the hold bones for non-weapon_root-centric setups
undo c4 offset do it in the prefab
Add rough damage indicator system, can only noclip when in dev mode
Add WeaponData.Icon, use icons again (thank you very much @bakscratch)
Silently (without callback) set the player's health to 0 if we force the life state
Don't let the player move their camera if they die (until we get proper death cam/spectating)
Ragdoll the player's renderer when they die
Add notion of armor, can't be bought yet
Fix NRE at (Facepunch.ViewModel.ApplyVelocity(Weapons/ViewModel.cs:104))
Fix NRE at (Facepunch.InputActionWeaponFunction.OnFixedUpdate(InputActionWeaponFunction.cs:86))
Team names and team colours are reflected properly in the UI
Don't allow having the same weapon twice, fix clearing inventory when we shouldn't
Applied & fixed damage effects
Minor round state display UI changes
Renamed 'Passthrough' to 'Power Out'
Re applied
98023 (tech tree)
Hook up basic procedural hit reaction