249,865 Commits over 3,959 Days - 2.63cph!
merge from primitive_gm -> primitive
Search for shaders in BSP if none were found in MOD
Fixed logic_collision_pair not calling base UpdateOnRemove
(and a few other entities as well)
Added "shaders/*.vcs" to BSP whitelist
Empty Entity.Constraints table on constraint removal
Fixes for `tanktrain_ai`
* Fixed sound playback and updated default sounds to existing files
* Added "Chase Target" key value
* Added missing input to the FGD
* Fixed movement
* !player target will update to the closest player before every move
* Change update rate while moving to 0.1s (from 0.5)
Fixed horse ground checks: ignore any collider from the horse itself + ignore client cols when in editor
Fix some NREs in spline model renderer
Binary search for accessing splines at a distance
Remove FCVAR_DEVELOPMENTONLY
Remove FCVAR_GAMEDLL
Remove CCommandBuffer
Update: Server demo playback now creates entities on palyers as it first encounters them
- Added demo progress logging
- Avoided a number of reasons for kicking (as we don't fully setup entity simulation)
I can see more activity now - next up is making sure the important history is also replicated/present.
Tests: played the same demo from before - logs confirmed players were present.
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
UV polish on floor kit pieces (WIP)
Proof of concept for new spacially aware environment volumes method
90 degree rotation amount
- Swapped siege tower guide mesh from constructable to proper guide
- Adjusted offsets
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updated vm minicrossbow anims
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Ensure primitive gamemode sets the era convar to "primitive" (which is what applies the item restrictions)
Fix items being blocked when server has unassigned era
- Remove further conflicting bone names
- Setup Model root bone
Merge from presets_editor/quality
- Siege tower doors no longer parent sleepers
- Siege tower doors now parents mounted players
Hopefully fix flyhack kicks when jumping on top of the siege tower. Made the parent boxes pretty generous
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Only following weapons enabled in primitive
- melee
- bow, crossbow, compound bow
- nailgun
- water pipe
- double barrel
- revolver
fixed horse reverse jittering/bouncing
Unassign all item's eras to start from scratch
updated vm minicrossbow string idle anims
merge from main -> primitive_gm
Items not assigned to an era will be available to all eras
Remove GetNormal function from spline component for now
There are so many different ways to calculate normals for splines (Frenet-Serret-Frame, Fixed Up Vector, RMF/Parallel Transport...)
Not sure yet, which one we want to offer.
Replaced blockout meshes with beam kit in jungle ruins. Fixed some UV errors.
Disable saving item after changing an item's era because it actually lag spikes the editor
Fix Soundscape Stings not working. Resolves Facepunch/sbox-issues#7324
Added ability to target a mixer on Soundscape Component. Resolves Facepunch/sbox-issues#7323
Don't need these hacks to create SceneNetworkSystem anymore
Remove more unused convar code
Replicated convars stringtable
Capture native convars more reliably, without having to query
Double the amount of horses spawned in the wild in primitive gamemode from 2 -> 4 per km^2
Added an armor insert item.
Armor inserts can be slotted into armor.
Include armor slots in CollectProtection
Merge from tick_limit_improvements
Fix exposed property default value regression