240,764 Commits over 3,867 Days - 2.59cph!
Remove static and active aggregates when destroying aggregate
C# has control over whether vr is enabled
Also add `vr_enabled` concmd so that we can test toggling VR at runtime
Get active body list for active aggregates
Don't wake up statics, otherwise do a forced wakeup (bug in library where a body can be awake but not in the active list?)
Don't create hull for CastBoxSingle, it only needs to know the 8 corner verts
merge from gnb_startup_nre
Add SceneObject.MakeGameObjectsUnique, remove the old version of it
Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now
Only init if -vr specified, ensure active
Init overlay, bindings for dashboard visible & drawing controllers
Move vr-specific input into Sandbox.Engine
Proper way of converting matrices from steamvr -> sbox, push test hmd data to game
Update turret with movement
Changed Minecart Planter from 3 Seed Slot to 2 Seed Slot
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Fixes to internal screen space shadows
Only do this if we have a shadow controller
Fix NRE presumably when sending an entity that is destroyed on startup
Fixed compile error when no frame blending is used + removed debug output
Create turret.scene
Serialize GameObjects using their guid
Add GameObjectControlWidget
Enable GameObject reference serialization, uniquify them when duplicating + copying
If physics is using a collider with a controller, use Move to move the object instead
Update turret.scene
Create TurretComponent.cs
Added to a few more tansparent shaders
Single weapon rack variation 3
LODs and gibs
textures and materials
initial prefab setup
Add PhysicsBody.Move - which complies with the ShadowController
CastRaySingle, CastSphereSingle
wall_brick_d_trim rough fix
fixed the soil renderer not being assigned on minecart planter
forgot to link deployable prefabs in item defs
Add weld joint from desc
CastBoxSingle
Water Jug Charitable Rust icon
minecart.planter.deployed prefab setup, basic item definition
Updated Minecart Planter GIB FBX to have correct rotation.
Updated Minecart Planter to have correct FBX and Collider Rotation
storage barrels prefabs setup, basic item definition
Entrance z-fighting fix
Fixed broken vertex colors on train tunnel pavements
Clamp sphere and capsule radius to linear slop
moved storage barrel folder content to dlc folder
moved bar doors folder to dlc folder
New Outfit Piece - Boxing Shoes
Add Align To View
ExceptionWrap Update
Set UNITS_PER_METER to 40
Build bodies and shapes for aggregate
SetAggregateInstance and SetGameSceneNodeHandle
Gather active aggregates to build the awake step results
When building aggregate bodies, add body, set motion type THEN set transform, otherwise it gets stuck in a weird deactivated state
Add "Create Component", creates the .cs file with correct class name, adds new component to object
vsopen won't open a file unless a file line is specified
Add BaseItemWidget.ItemClicked
Added EditorUtility.Projects.WaitForCompiles()
Fix a bunch of potential issues when deleting a listview during selection callback
small battery output, capacity buff
Added first version of WrapSet/WrapGet
Unit test stubs
Don't pass value for get accessor..
Cast to original return type in get accessor when wrapping
Updated storage barrels colliders and LOD0
Add open cs file to component context menu
https://files.facepunch.com/garry/aba7d9f4-393f-455f-8af6-c7fe9ff2dc8a.png
Use GizmoInstance.Settings for camera settings in SceneView
PhysicsComponent.Gravity does stuff
Support CodeGenType.Instance with CodeGenType.WrapCall
Fix TypeDescription.SourceFile + SourceLine sometimes coming from a base class