254,393 Commits over 3,990 Days - 2.66cph!
Added HighlightSelectedBlock to pickaxe and made it slightly more effective on soil
Added Stone Shovel and Stone Sword
Fix Character Select Modal not working on first startup
Fix Shovel and Sword positioning
Don't show BuildingOverlay over the Inventory
Melee Weapons use durability when hitting the world
Fix MeleeWeapon not hitting the correct block(s)
Using the Character Select menu in the Pause Menu will actually change your character instead of saving your existing character over it.
Update Stone Axe/Pickaxe to use proper models
Fixed NRE when trying to initialize a pie menu option without any description (fixes the NRE when holding E to eat a collectible)
SMG Crafting Recipe makes a bit more sense
Balance DamagePerItem for rock node
Fix rock resource being Wood type
Add Stone Pickaxe
Added Stone Axe
Added hold_R bone to sword.vmdl
Add placeholder audio for the wolf
Added an option to GroundWatch to consider deployables grounded when at least on their AreaCheck is still holding - useful for deployables with two differents free sockets
Fixes the digital clock getting destroyed by physics neighbor updates despite still holding on something
Temporarily removed explosion blur to error fix.
updated assetzoo
removed errors from first lookdev scene
Move albedo chart to bottom right corner, make it scale more aggresively to not take away screen space
Add button to toggle albedo chart
https://files.facepunch.com/sampavlovic/1b1611b1/CkUDe1JWMc.png
Made some Music to set the mood 🎵
Improved the Roller rolling sound
Fixes to normals and tiling on wallpapers
Update: Nuking the allocating StringView.Split
There's a non-allocating overload already present, so going to keep it default to help keep the 0-allocations approach.
Tests: none, trivial changes
FlattenGround: do bigger things first
added rural_a building kit
Update Mining Laser Item Icon
Added wainscotting C textures as optional addition to set, created skin objects for wainscotting B and C
First pass at implementing FlattenGroundComponent
https://files.facepunch.com/ziks/2024-08-16/sbox-dev_nWg5BriXua.png
https://files.facepunch.com/ziks/2024-08-16/sbox-dev_gZGfddKkMi.png
If you hit a wolf before it spots you, it will run away for a bit, howl to call it's friends, and come back for you
Updated model for digital clock to close meshgap.
player update. setting up bows
Radioactive Water (missing manifest) -> World Update 2
Radioactive water reduces thirst rather than increasing it
Updated textures and model for digital clock
Radioactive Water -> World Update 2
Ensured radtown has correct lake setup
bothy phys shapes
Merge branch 'main' of sbox-hc2
merge from fix_analytics_uploader_nre
Add: unit tests for StringView and it's ignore case comparator
I'll need to merge this Tests assembly with the one in unify_pool_free branch once it's merged (which-ever one goes in first)
Tests: ran them - they pass
Fix bulk uploader NRE when no events are submitted
Update: Further rounding up StringView
- Added ToString() (makes debugging much nicer too)
- Fixed up wrong exception types
- Added Length property
Tests: ran new unit tests(next cl) for StringView, they pass
Backport scenesystem GPU profiling
Add 0% state for all trees
Second pass wainscotting A and initial exports, setup for wainscotting B
added tree trunks
Merge branch 'main' of sbox-hc2
mining laser texture update
Add sound to Mining Laser. Laser and it's sounds should be networked now
updated wall paper viewmodel prefab and rig with latest viewmodel mesh and edited its anims