225,500 Commits over 3,714 Days - 2.53cph!
Draw a configurable grid in editor scenes
https://files.facepunch.com/matt/1b1511b1/sbox-dev_4OQJeFR5bU.png
Deployable setup
Add a Poke interaction, gives comfort in a radius for 15s
Added a hand look at constraint and adjusted the spine look weights down to match
Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
▋▋▍▌ ▍▆▋▋▊▆▄ ▊▍▇█, ▅█▆▅▆▌▇ ▍▍█▋▌▆ ▆▉▇▋ ▄▍█▉
Per bone weights
SingleBone aim component + sort order
Twist Correction
Minor code cleanup, improve clarity on layer use
SpecialMoveStyle (special_movement_states) on animator
Merge RagdollFloatFix -> main
Fix floating server-side ragdolls when construction destroyed
Better interaction
Removed logs
Merge SSRagdollDeathVal -> main
Merge CorpseRagdollParentingFix -> main
Move terrain system from testbed branch to engine https://files.facepunch.com/layla/1b1411b1/sbox.2023.12.14.20.54.52.mp4
VR: Don't call GetPerformanceStats if VR isn't running (sorry)
Clean compile shader with light edge fix
▍▍▌ ▄▄▍▍▆▄▉▉█▍ ▊▇▍▍▅▌ ▆▅▅▋█▆█ ▋▅▊▄▉ ▇▌_▉▍▄▅
!▄▄▊ ▅▌▉▄▌▉▅▊▄▅ ▌▍▆▇█ ▋▆█▌▊ ▅▌▉▍▍▅▊ ▇▊ .▇▌▍ ▅▅▄▆▊
!▊▉▊ ▆▄▅█▆▊▅▉ ▅▅▌▋ ▆█_█▇▆▉▅_▊▌▋▄▊▇▍▋
!▄▆▅▅▉ ▌▅▇▅ ▊▄▋▆▄▅▆█ █▄▊▋▋▋▄▅
VR: Lets be honest, nobody is using an xbox 360 controller or knuckles ev1 anymore
VR: fix minor docs blunder
VR: IsVive etc. now handled per-controller (was detecting controller type anyway before)
Might be useful for anyone that likes to mix controller types (e.g. one
vive controller and one knuckles) but the use case for this seems quite
niche?
sbox-issues/issues/994
VR: Basic internal HMD type detection
VR: More HMD types, move controller type & hmd type conversion into relevant files
VR: these should be internal, oops 🤦♂️
VR: Initial performance stats window
Just basic stuff for now, will evolve over time
▇▄▋ █▊▆▊▋▊▇▇▅▍ ▄▆▅▋▇▋ ▄▋█▆▇▍▉ ▅▇▌▊█ ▉▊_▉▍▍▋
!▄▉▍ ▌▍▋▋▆▌▅▊▋▋ █▊▄▊▌ ▍▌▇█▅ ▅▇▍▍▍▋▉ █▅ .▇█▋ ▌▌▆▋▊
!▉▅▄ ▇█▉▄▅▌▉▍ ▋▍▄▇ ▉▇_▋▉▄▋▋_▉▇▋█▇▇▋▋
!▆█▄▇▇ ▆█▌▊ ▋▌▌▄▆▊▋▆ ▆▄▅█▄▊▊▌
▋▊▊▊▄▆ ▊▇▄_▇█_▊▊.▋▄▄
Merge from main -> qol_cached_browser_ping_text
Merge from backpacks -> aux2
▋▆▊ ▋▇▊▆▆▆▆▅▌▌ ▉▅▆██▊ ▍▇▊▋▇▊▉ ▉█▄▆▇ ▋█_█▌▋▆
!▍▍▆ ▉▅▄▇▊▆▅▉█▇ ▅▆▌▄▆ ▅█▇▅▋ ▅▌▆▄▍▇▇ █▊ .▇▄█ ██▇▅▊
!▇▊▇ █▍▄▊▄▅▍▇ ▆▋▇▍ ▌▆_▅▋▍▄█_▇▌▋▍▄▇▊▋
!█▋▄█▄ ▊▋▆▅ ▌▊▍▌█▄▅▍ ▄▅▊▆▇▊▆▉
▍▇▉▋▄▍ ▆█▇_▉▉_▅▆.▆▆▄
Add NetworkHelper component
TTT: Change ammo type capitalization (Pull Request)
New TF2 map icons
L4D1 entity placeholders
spraycan final textures
added Lewis amazing 2D Graphics
Citizen: updated Jump animation, renamed it to Jump_Standing, + safeguarded against a rare bug where jumping at a very specific time (frame-perfect?) could cause the jump to be instantly overridden by landing, probably on the exact same tick (see attached video)
https://files.facepunch.com/maxlebled/1b1411b1/2023-12-14%2017-57-20_reencode.mp4
Fix tiled rendering on 32x32 tiles https://files.facepunch.com/sam/1b1411b1/wzae5tFco9.png
Loop rather than unroll on fog lights, should give worse perf but fixes horrid startup times for now
Fixed config.cfg failing to load on game start up
Clean ups
Do not force render group of base SNPC/nextbots
let the engine decide based on the NPC model
Use ENT.WantsTranslucency for Sandbox entities
duplicator saves "Make Persistent" setting
Fixed misspelled community translations
Clamp DAdjustableModelPanel FOV to 0-179
Faceposer: improved handling of too many flexes
Fixed some sandbox entities not saving some settings in duplications
Such as being frozen by the physics gun
Fixed a regression introduced by PR #1787
Fixes issues with addons passing incorrect data types to Entity NetworkVar
Prevented animals from doorcamping shelter
Set up using viewmodel camera layer
updated player prefab & skeleton asset to use new rust player avatar
Fix recent changes to Entity:NetworkVar and naughty addons erroring
Fix recent changes to Entity:NetworkVar and naughty addons erroring
Reverted serverside implementation (didn't work)
Added to clientside instead (still server only with replicated var)
Added server convar to skip death screen warmup
Remove obsolete
GameTransform just return localposition if GameObject or Scene is null
Inspector just blank instead of trying to show an empty array
▌▄▍▆▌ ▇▌▋▊▉▊█ █▉█▅ ▊█▄▋▉▉▅▍
! ▉▄██ ▆▇▊▆▍ ▍▉▌▌▊▇▆ █▇▄▄ ▊▋▍▆▇▊▋▋
! ▉▌▄▆▌ ▍▋▋▌██▇▍
* ▇█▉▄▉ ▇▍▄▋▇_▅█▅▇▌▄▆ ▄▊▊▌▊▅▍ ▆▄▌▍▊ █▄▌▊ ▄▆▇ █▆▋▇▋▋▌█▌▌, ▊▉▍▊ ▉▇▌▋▅▋▆ ▊▌▉█▄█▆▇ ▇▋▅▅▉▊
* ▄▆▆▌ ▄▌▊▄█▇ ▆▄▍▍▊▍ .▍▍█ ▄▌▇▆▌▋▇▉▅
* █▄▉█▇▄▉▄ ; ▊▌ ▄▌▉▉█▆▅▍▉▇▊█▌▅▋█▋▊.▄█▅ - ▋▇▉▊▇▌▌▊▌▇▉ ▇▅▍ ▉█▇▍▍▊▋ ▌▅█▄▆▇▋ ▍▇▌▄▅▊▆▉▄▌ ▄█▇▇▊▍
* ▅▄▋▅▅▄ ▇▊▄▋ █▍▅▅▊▅ █▅▋▉'█ ▉▅█▋ ▄██▍ ▉▇ ▇▅▅▆▍█▆ ▉▌▍▅
▋█▉▌▍ ▉▍▋█▌▅▌▄
* ▉▄▌▋▆ ▄▄▆▄▌_▆▇▋▋▆▊▋ ▌▋▅▌▌▋▅ ▇▄▅▍▋ ▍▋▉▍ ▆▆▅ ▇█▌▅▇▊▋▉▆█, ▅▋▋▄ ▋▍█▊▅▋▆ ▋█▅▌▅█▅▄ ▋▇█▉▄▇
* ▆▍▉▋ ▆▄▅▌▌▌ ▇▅▋▅▌▅ .▇▅▉ ▍▊▍▋▆▆▅▊▉
* ▉▅▊▆▋▋█▍ ; ▌▍ ▍▊▄▌▊▆█▍▋▍▆▊▄▇▄▅▊▆.▆▇█ - ▅█▊▇▋▆▅▇▍▋▍ ▆▇▅ ▌▌▌▇█▋▇ ▇▊▆▌▄▆▆ ▊▄▆▊▉█▋▅██ ▍▄▇▊▋▆
* ▇█▋▅▅▇ ▌▍▋▉ ▅▋▌▇█▊ ▍▍▋▍'█ ▆▊▍▇ ▋▇▇▇ ██ ▋▊█▍█▇▅ ▄▇▆▆
▌▄▇▄▇▄ .▍▆▅▇▌▌▋▅▋
▆▅▌▊█ ▊▉▆▇██▄▇
* ▄▇▆▇▉ ▍▊▅▋▊_▍▆▅▍▉▇▍ ▉█▋▌█▋▇ ▊▌▉▅█ ▇▊▄▅ ▍▆▄ ▆▇██▅███▍▇, ▇▋▍▌ █▍▍▇▉▉▊ ▍▋▋██▊█▄ ▍▅▅▋▉▅
* ▉▄▄▉ █▄▆█▆▉ ▌▅▊▍▋▄ .▌█▊ █▇▊▋▍▋▋▄█
* ▄▆▅▄█▊▌▌ ; ▍▋ ▄▉▇█▉▅▉▆▍▉▆▌▇▋▄▄▌▍.▇▄▌ - ▊▄▌█▄▇▋▋▄▄▌ ▅▄▇ ▅▅▌▄▉██ ▌█▅▅▌█▄ █▋▍▉▌▌█▉▉▄ █▌▌▉▍█
* █▋▇█▌▍ ▄▌▋▊ █▌▉▊▆▅ ▍▋▇▆'▅ ▇▆▅▍ ▊▉▋▊ ▋▊ ▌▌▄▋▇▉▄ ▅█▋▄
▋▆█▊▍▍ .▌▆▌▄▆▊▆▄▉
Shape surfaces should now be setup, including mesh per triangle
Document IsProxy
Upload ignore sln files
Fix error when clicking on invalid GameObject field
When querying lobbies, do one at a time - because steam drops previous queries otherwise.
Fixed player counts not working