240,459 Commits over 3,867 Days - 2.59cph!
box shape in soundscape scene
texture sizes
plugging some holes in the mesh
debug_sunshadow_vis is gone, update all_shaders with what's actually there
hatchet entity - removed offsets, set to use prop bone instead of hand
melee holdtype - set new player mask
CI: Use git checkout to remove stashed changes, shouldn't error if there are no changes to save & drop
Fix typo on cloth shading combos
Remove references to removed files in shaders
Pass skycolor of multiple lights to renderer, works with multiple lights, fixes skycolor attribute doing nothing, while it'd be nice to just pass envmap diffuse lighting for ambients right now it'd break some workflows
Fix ActionGraphs breaking on full hotload
Fixed some nodes not invalidating on hotload
made a new 2handed explosive override controller and linked it to explosive timed entity prefab
Fix ActionGraph instance upgraders not getting added
Fix possible type mismatch when upgrading ActionGraph delegates
First pass at handling ActionGraph instances during hotload
Nuked Rust/Standard-Indexed shader set
Reduced Rust/Standard further down to ~0.04% variants compared to main (broke global rendering and mirrors for now)
exported/setup 2handed explosive player update anims and made a new holdtype for it
exported player update rifle anims after idle pose change and updated the lr300 holdtype override controller
Increase culling distance of amber light from 65m -> 150m (this light is only seen on oilrig & excavator)
Increased LOD settings of light to prevent it going lowest LOD until 120m away
exported player update 1handed explosive animation set and linked to holdtype grenade override controller
Added failing test for hotloading ActionGraph delegates
Rename Sandbox.Test/ActionJigs to Sandbox.Test/ActionGraphs
If in editor then mount source2/cloud in the gamemenu
Load resources from the correct filesystem in GameMenu
Play radiation alarm once the radiation value is above the threshold instead of at the threshold (meaning radiation > 0)
Add essential system types to TypeLibrary (#1365)
* Add some essential System.* types to TypeLibrary
* Fixed TypeLibrary.GetType<T>()
* System type tests
* Simplify reflection in NodeLibrary
* Filter methods available to ActionGraph
* Add PropertyDescription.IsIndexer
Added failing test for hotloading ActionGraph delegates
Rename Sandbox.Test/ActionJigs to Sandbox.Test/ActionGraphs
Rename SoundListenerComponent to AudioListener
Sound.Listener defaults to camera position
Soundscape component
Use AddType() directly when adding intrinsic system types
Fix typo causing all radiation to bypass armor
bus LODs and art prefab
updated art in prefabs
removed temporary versions of the bus
merge form chainsaw_reload_fix2
merge from planter_splash_los_fix
merge from shot_through_fix
merge from sign_paint_improvements
Hide indexer properties from ActionGraph for now
Hide some more methods from ActionGraph
Add PropertyDescription.IsIndexer
Alternate method index using fast hash
Don't include IsFamily members from System.* types
Targeted Messages (Send to Connection Id) (#1363)
* Can send message directly to connection id and if necessary route through server and wrap in a TargetedMessage
* Forward sender id in targeted message, when received by intended recipient call message handler with sender connection
Forward sender id in targeted message, when received by intended recipient call message handler with sender connection
Fixed sending wrong method index
Filter instance methods a bit