244,599 Commits over 3,898 Days - 2.61cph!
Page Header restyling
game category styling
Fix broken reading delta protos (player ticks)
Game seems to run fine in the editor now
Fix writing incorrect padding for len prefixes
vm sks movement tests
- added mask for bolt
- updated anims (landing, sprinting)
- stopped camera bone inheriting transforms
- removed camera offset in prefab
- set head bob run to 0 for improved sprinting
- added conditions in animator to return to idle faster if landing and in ironsight
Fixed EntityRef warning during server startup
Wanderer enemy, difficulty progression
Refactor NetRead/NetWrite to use BufferStream underneath to properly support buffer resizing
Refactor to make BufferStream a class and support resizing the backing buffer automatically
Allow server to specify a default loadout with `defaultServerLoadout`
Allow server to overwrite start HP with `spawn_hp_override`
More updated spawnicons
New spawnicon editor options
Move speed customization, FOV precise control, camera position copy/paste
SetCookieName support for DNumSlider, DCheckbox(Label)
Added DAdjustableModelPanel:Get/SetMovementScale
Spawnicons for HL2 models shipped with the game
Fix citadel pods not advancing their animation
force spawnlist file names to lower case
Create Vulkan graphics binding for OpenXR, pass to session
Declare OpenXR graphics requirements for render devices
Temp - environment variables for openxr validation layers
Properly init XrGraphicsRequirementsVulkanKHR
Fetch required extensions
improved collider of pooltable
added dartboard
Handcuffs can also block interaction/use
Add ability to force-grab stuff if you're holding the trigger before grabbing (https://files.facepunch.com/devultj/1b0911b1/sbox.2024.05.09.15.44.52.mp4)
More wip handcuff functionality
Add IGrabbable interface, start implementing it properly
Added tree and ore gathering tests
Add custom Move Controller as need to override some Character Controller behavior
Add references in prefab instead of finding them in OnAwake. Add passable ignore layer tag for Move Controller
Re-implement pause system for states
Added initial Disease support with sprite. Added initial Pickup system with sprites. Better bomb collision logic(?)
Use ITriggerListener (duh) can now pickup pickups
Fix lives showing for empty player slots
Need to make all Bombable objects Networked Objects
Escape / victory sounds
Let's re-use Mazer for enemies
Clothing
workers_house building - final models, colliders, prefabs
Hands can push objects out of the way now
Programmatically remove grab point from bullet prefab if spent
Apply angular velocity to ejected bullets, support IDamageable
Implement IDamageable to FlipUpTarget
Interactable: Use secondary grab point's up vector for Rotation.LookAt, so we can roll with our secondary hand
Update shooting_range
Lobby
First maze size
Fade in / out on level transition
https://files.facepunch.com/ziks/2024-05-09/sbox-dev_0f5X41Pv7B.mp4
Page component can power a page
add upgrade files
choice hotkeys, enemy status
stage restart
damage number particles
burning
freeze
fear
Fixed a few flow issues when running multiple test fixtures one after the other
Changed play button bind back to F5
Fixed bullet ejection speed, big button in shooting range bone flag
Fixed up bone setup for mp5
Page component with header and hero nested
Actually, use a prefab instead
Removed unused spent shell prefab
Refactor bullets to hold info about spent state. Eject from chamber conditionally
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Support MaterialSetup component
New FX for lantern because cozy.
Leaderboard backup, run #
11634