243,199 Commits over 3,898 Days - 2.60cph!
Fixed ADS shell ejection anim event.
Mag eject event hits right when the mag scaling begins.
Fixed above ground pool water being invisible inside canyons
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Tags tables
Category table
Package update
Remove deprecated packages
Unparented mag drop from the bolt.
Barrel attachment offsets
Ejection tweak.
Also hide side flash in ADS.
Leaderboard backup, run #
15077
Add ThirdPersonBody to Camera Feature
Merge pull request #3 from Retroeer/main
Add ThirdPersonBody to Camera Feature
Various viewmodel fx polish/fixes.
Fix the conveyor belt in player_controller_physics
Remove extra quat normalize that isn't doing anything
Normalize quaternions in AddPoses to prevent drift in model space blending
Accesorized SMG fx tweaks
Citizen/animgraph: improve look & feel of turning while moving
https://files.facepunch.com/maxlebled/1b0111b1/2024-11-01%2005-08-50.mp4 (NB: this video has several of the parameters non-functional due to the current state of the physics-based player controller, so it's not a complete picture, but it does show off this specific improvement)
Code cleanup, comments
Deleted old prefabs
Ballista reloading client prediction
Fix UI sounds still playing spatially.
Don't early out of model collider when there isn't a bone for part
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BallistaGun now inherits from BaseVehicleSeat and is spawned as a seat
Fixes a lot of annoying issues and decouples it even more
Add jsoncpp so we can read/write json properly without fucking around with kv3
Add CMapGameObject map node with managed counter part that wraps a GameObject
* Hammer world's Scene uses HammerSceneEditorSession
* Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now
* Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos
* More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values
* MapGameObjects can be tied to MapMesh and generate model geometry
Add MapSourceLocation for editing action graphs in .vmap files
* Open source map when inspecting graph from .vmap
* Parent action graph editor to hammer window if editing map graph
Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene
Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop
Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject
DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly
QOutliner: Remove hidden entity list
QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away
[~] ModelRenderer don't default to box if Model is null
InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c
MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs)
When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically
Don't need these Hammer prefab templates anymore
Add "Create Game Object" button to Hammer outliner
HammerMesh component, explicitly set on GameObjects that have a map mesh attached
Fog TAA cherry pick with the new changes we have on fog lightbinner, removes fog clipmaps entirely too
SMG muzzle prefab updates & regression fixes.
Allow physics shape to associate with a bone index so SceneTraceResult.Bone works when hitting physics shape, as the summary suggests https://files.facepunch.com/layla/1b3111b1/sbox-dev_016MWrhQrI.mp4
Remove the need for CGameTrace and delete it, the less trace result structs we have, the better
merge from qol_io_arrows -> main
Add ability for IO arrows to be offset per port
- made water barrel top arrow offset to make it easier to see
merge from flashlightfixes/fulloverhaul
merge from mixingtable_click
Handle entities that have IO implemented as a separate child entity
- calculate the offset between the child & parent
- manually offset IO ports to account for this