252,730 Commits over 3,990 Days - 2.64cph!
Block drag swaps of this sort: An item is dragged out of a stack-limiting container onto a stack of items which have an amount too high to go into the container. Fixes all but one item in the stack being destroyed.
Unlike the previous fix, this version of the fix does NOT prevent right-click or hover looting one item from a stack into limited-stack containers.
... and also v_crowbar, which I forgot existed
All first-person weapons: changes integrating new sprint animations
Lods + bakedLOD textures/material
Revert
98139. This revert:
- Fixes hover looting stacks of items into containers with an item limit less than the current amount on the stack.
- Fixes the same issue for right-click looting.
- Breaks drag-swapping two valid items between inventory and a container with an item limit less than the current amount on the stack (e.g. dragging a stack of engine components into a modular car engine slot that already has a component of a different tier - all but one item on the stack will be lost).
FPArms: new shared sprint in/out additive transitions
Validate CurrentWeapon just in case
Add PickupResult, allow picking up several grenades (one of each type for now)
Group weapons by slot, so grenades are in the same row
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015
Setting this to a low value was causing culling issues (potential invisible players, animals...)
Add convars to all of profiling analytics
- profiling_server to enable / disable feature (instead of relying on if upload url is provided)
- profiling_{feature} for each part we measure
Don't apply damage multipliers to melee damage
Round up player marker health
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industrial lightmap update
Refactor damage to pass around a damage event, only deconstruct into params over the network then reconstruct after (got plans for this)
Add rib select to edge selection
Fixed bots not receiving spawn confirmation
New player marker style, shows weapons, HP, is smaller
Fix unity hook not working by moving it from GameSetup -> Bootstrap
Start splitting up half edge code to make it easier to maintain
Make C# hotspot editor a editor app, delete native version
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
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Add recoil pattern stuff I made last year, but with less code, inline with control widget. Use serialized property instead of passing raw value around
https://files.facepunch.com/tony/1b0911b1/sbox-dev_9FO7pS311F.png
Full revamp of Scrap Transport Heli damage FX, with different damage levels better represented in the instrument panel.
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Also only show push to talk input in push to talk activate mode
VoiceComponent.PushToTalkInput mark with InputAction attribute
dumpster dev meshes update and addition
Fix physics not using the correct per triangle (cell) surface for terrain https://files.facepunch.com/layla/1b0811b1/sbox-dev_KC7RvG3czd.mp4
Use solver hit normal when casting against heightfields, fixes player movement snagging on terrain
Move spread to the player, added DebugText
Unscrew default player movement
Ensure 4 surfaces are always set on terrain collision shape
Make sure GetTriangleMaterial doesn't index outside of materials array
Calculate dominant control map indices to use for per triangle surface indices
Update terrain scene, add bullshit testing surfaces to terrain materials
Set terrain collision surfaces to storage material surfaces
Allow shape surfaces to include null surfaces
Acceleration / max acceleration can be tweaked globally
Add scoutzknivez map (wip)
Don't have decoys show up if they were thrown by a friendly
Decoy grenades mimic an enemy on the minimap
Move gravity into global, add BunnyHopping, EnableFallDamage
Don't hardcode for Attack1 for the lock, use configured input actions
Add planting bomb radio
Team chat will pass through map location
Adjust AttackingWhileDeployed logic to clear properly when switching a weapon while in the lock
Fixed jump not being IsLocallyControlled checked
Don't think we need this anymore, fixes NRE when trying to fullscreen game/scene viewports