250,114 Commits over 3,959 Days - 2.63cph!
These floors should be static in physics_simple scene
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
Check for MapSourceLocation in ActionGraphView
Open source map when inspecting graph from .vmap
Parent action graph editor to hammer window if editing map graph
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Add IgnoreRoot to ragdoll, mostly so I can test motion enable toggle, needs better name
Set ragdoll transform to root body transform. Use absolute flag for child rigidbodies so parent transform doesn't fuck them
Add GameObjectFlags.Absolute, ignores the parent transform. Basically, position: absolute for gameobjects
Parent action graph editor to hammer window if editing map graph
Check for MapSourceLocation in ActionGraphView
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
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- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee
- Make torch swing reactions less delayed
- Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
Fix fire not being detected sometimes at a specific distance
(do not forget about a fire when it leaves out perception range, remember it until it's disappears)
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
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Left this opacity low by mistake
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Leaderboard backup, run #
14645
Run-DedicatedServer will load garry.scenemap instead of empty map / minimal for Walker
Don't create a player if we're the dedicated server
TTT: fix ragdoll not being created if ttt_dyingshot is on (#2135)
Fix assumption of DoPlayerDeath running twice on DyingShot, instead run fully once and prevent future triggers.
Replaced radiation removal tea with the anti rad tea in the food cache loot table
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
Don't show NPC vending machine names
limit feed first plays to games
News on dash
Old newsposts
Platform news pagnation
Dashboard org list
Leaderboard backup, run #
14621
Parts have linear and angular damping, so use them
Dynamic joint scaling https://files.facepunch.com/layla/1b1311b1/sbox-dev_8tUelwOLEE.mp4
- Local vine setup
- Mountable calls vine update RPC
- Manifest rebuild
Initial work to render a line
Fix capsule collider update not using scale
Fix adding transformed RnHull, just make a new hull, we were transforming the serialized rubikon hull which is very bad!
Dispose of line renderer on destroy
- Vine object
- Prefab setup
Scale hull collider points with world scale
Scale ragdoll joint local frames by body world scale
Fix capsule collider not using world uniform scale when it probably should
Add motion enabled support to ragdoll, motion disabled drives kinematic bodies using render bones https://files.facepunch.com/layla/1b1211b1/sbox-dev_x0MIf0ioIl.mp4
Rigidbody with motion disabled uses shadow controller because it's kinematic
Destroy physics on ragdoll destroy too
Clear physics bones when switching out renderer
Add rigidbody flags to ragdoll
Add physics lock to ragdoll