248,717 Commits over 3,959 Days - 2.62cph!
Fixed not working in standalone builds due to lighttoggle being a server convar
- split into a client & server command
- client checks if map is open and sends convar to server
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merge from main -> fix_map_focus_light
merge from qol_io_arrows -> main
Fix compile errors on CLIENT and SERVER
Add io arrow accessibility settings to options menu
- already existed as convars but weren't in menu
Change from DDraw for arrows to using real meshes for arrows
- still uses ddraw when editing IO entities in scene view
- add cloud config preset system, presets can be transitioned between
- add presets: scattered, sparse, thin, thin2
- weather map moves with wind vector and skews coverage shapes
- don't follow the camera Y component, just XZ
- more lighting and shaping tweaks
- add editor window to view live weather map
- set up proper gameobject+mesh under sky dome to display the render
Update ragdoll bone objects in editor
merge from
106893 - skinnable backpack
Move renderersout of the rig to make FindRig work properly
Ragdoll uses Model.CreateBoneObjects
Add Model extension to create bone objects
Rework skinned renderer to use create bone objects extension. Ignore absolute bone objects.
Removed PhysicsCharacter and replaced it with Sandbox.PlayerController
Fix asset browser not opening if last opened directory from previous session was deleted/moved
Fix UI sounds having Occlusion, Attenuation, Absorption and Transmission applied to them. [HideIf] those properties when UI is true. Resolves Facepunch/sbox-issues#6742
merge from main -> qol_io_arrows
merge from copypaste -> main
Remove console spam when copying entities
Allow player models to be pasted
- convar `paste_players` (default false)
- change the steam id of the players pasted so they can't conflict with existing players in the server as it causes issues (give them a steam id above bots but below the range of real players)
When creating a component, if the typename has a conflict, then prioritize the type that exists in addon code
PlayerController component
Player Controller prefab
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Merge from ai_wolf_iteration
Undo accidental change to procedural map
Do filtering of pasted entities before they are spawned by filtering the prefab instead of the spawned entity and then trying to delete it
Fix autosnap for pasting not working if there were no foundations in the paste
- disable autosnap when no foundations are found
Make wolves more accurately align with food when eating
Portal 2 Coop spawnpoints
Some more Portal 2 map icons
Added some logic entities
logic_register_activator
logic_coop_manager
Serverside only entities that are generic enough to be useful outside of the game they come from.
Bump default value of sbox_maxconstraints to 2000
Placeholder entities for Portal 2 excursion funnel and wheatley boss
Exclude gmod.exe from srcds win32 deploys
Added Hacked and Harmless Rollermine variants to spawnmenu
Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2
Inputs:
SetCanShoot
UseAttachmentEyes - doesnt work
SetMaxPitch
SetMinPitch
SetMaxYaw
SetMinYaw
KVs:
playercanshoot
useattachmenteyes
Make wolf decelerate faster when approaching a player holding fire, as to not end up charging them by accident, which would make them think the fire is not working
Fix for gap in cliff_tall_a
siege_weapons -> siege_weapons/visual_towing
Reduce the padding distance
Merge: from main
Tests: none (trivial merge)
Merge: from remove_editor_update
- Removes last editor-only update invoke case with many invocations(saves a measly 0.1ms).
- `demo.play` accepts absolute paths
Tests: setup an industrial chain with a chest provider and a crafter and linked those up - debug vizualization worked. Loaded a demo outside of demos folder.
Update: demo.play respects absolute paths
Tests: Tried to play a demo outside of demos folder
Added Catapult Stone Ammo FBX, Materials, Textures and LODS
Setup Basic Prefab for Catapult Stone Ammo
merge from main -> copypaste
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
UI: Fix worldpanel depth issues, treat worldpanel roots as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
kitbashed ice sculpture stub prefab setup
- only diverting damage of allowed type at the moment
merge from qol_teleport2grid -> main