244,637 Commits over 3,898 Days - 2.61cph!
Basic sprint progress bar
Double middle finger gesture
Lerp the sprint pose change
New sprint mode pose for bicycle rider
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build
Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
Pedal bike setup bits and pieces
More build cleanup, not much progress
Fix recoil properties not being modified
nature models, more track piece work, tutorial map work, more tutorial hints, tutorial hint messages, materials and textures, less tilting from pedaling, sample scene in blender
Shadergraph: Named branch nodes are attributes
Expose recoil values for weapons
Add `mod_ents` command to search for entity shortnames
Exposing more things & lots of cleanup + organizing code
Serialize AnimationCurve as protobuf
Expose BaseProjectile fields too
Expose clientside variables (firerate, deploydelay, animationdelay) to be modded by server
Add `mod {prefab} {field} {value}` command to allow you to modify weapons at runtime
adding bike_sidecar prefab and WIP bicycle setup
Fix loading old polygon mesh when texture origin wasn't per face
Added a simple custom testing framework
Added a bunch of old assets
Spawn walls
Fixed IO UI showing wrong power values when wiring entities from output to input
Fixed crashes when deleting nav ladders
Added some existing models to the Lamp Tool
Basic overall maze layout generation
https://files.facepunch.com/ziks/2024-05-06/sbox-dev_R4oVrgYbRY.mp4
Refactor, editor tweaks, working on generator
Started work on a shooting range scene (https://files.facepunch.com/tony/1b0611b1/sbox-dev_XK299N0MPB.jpg)
Add a bunch of mazes, can set item spawns
https://files.facepunch.com/ziks/2024-05-06/sbox-dev_9OU5DiHcmA.png
Initial commit
WIP maze resource
https://files.facepunch.com/ziks/2024-05-06/sbox-dev_ATtk51LrlD.png
Removed physics.steps and physics.minsteps. Instead, time now includes both server and client convars for delta and max delta, both set from the server, with the client ones replicated to all clients
camera tweaks, enemy sprite flipping, etc
networking fixes, etc
nametag
info panel
timer panel
New idea: what if we saved preprocessed versions of all of our prefabs outside of the assets folder?
SAR + P17 cam anim tweaks
Hunting bow deploy and admire viewmodel camera animations - fixes the camera offset snap when deploying the bow.
Finally got a maybe working bundle out of this, still way too slow
Leaderboard backup, run #
11562
Viewmodel camera anims for P17 deploy and reloads
First person greybox scene for vm anims
Reverted vm cam idle clip to 2 frame duration
Better naming for vm cam clips
Redone convars for controlling physics timesteps on the server and client. For some reason these currently break the automated code gen.
Disabled root motion on camera animation setup for SAR and P17 viewmodels.
Added deploy vm camera animation for SAR.
Turn off root motion on viewmodel camera animator
Fixed SAR reload sounds being out of sync