252,052 Commits over 3,959 Days - 2.65cph!
merge from door_explosive_fix
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Travelling vendor will now trigger the safe zone warning UI in the top right of the screen if a player is within 200m
Fixed sidecar bikes not getting pushed back when hitting animals/players
Fixed cyclist hands disconnecting from handlebars at full turn
Increased bike hurt trigger min speed from 1m/s to 4m/s. Decreased base unmultiplied damage/s from 6 to 4
Remove unused convar refs
Better fix for NPCVendingMachine NRE, will fix sell orders added via mods not getting dynamic pricing applied
Extended main bike box collider - prevent bike and sidecar ending up on opposite sides of a thin wall
Update sprite_2d vmat initial variables
Attempt at grid shader
Spritesheet Importer Window UI
https://files.facepunch.com/CarsonKompon/2024/July/04_18-39-ImperturbableCorydorascatfish.mp4
All first-person weapons: implemented b_deploy_skip on remaining graphs, disabled Auto Reset on that parameter
Fix NPCVendingMachine.GetDiscountForSlot out of range exception
v_m4a1: added "bayonet" bodygroup
Disable launcher maximize button
LineEdit for creating new actions instead of having to edit the action afterwards
https://files.facepunch.com/tony/1b0411b1/sbox-dev_duZ3bhoZdb.png
merge from monitor_looping_gesture_fix
merge from roadside_electrical_lodding
Potential fix for potential unlock UI bug.
merge from hood_and_cuffs/IsMapBlockedByHood_nre_fix
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When adding an input action, add it to the final group, not "Other", less annoying
Hill cliffs progress
Rescaled details on coastal cliffs
Materials tweaks
File cleanup
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Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
MapInterface.IsMapBlockedByHood sentry NRE probable fix
merge from retroTC_NRE_fix
Fix player angles serverside while in vehicle not matching client
Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence.
Fix Depth::GetWorldPosition dividing by zero on skyboxes, pass epsilon to it
use Depth::GetWorldPosition on Motion Blur, fix darkening/overbrightening of it based on sample count
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player update. exported sks anim set
Allow dropping weapons in retakes
Instant defuse for retakes if safe
Don't occlude C4 beep
Try to fix GitHub screwing us over
Added versions of ghost sheet and dracula cape without burst cloth rig
Added proxy cape models
Merge hlmv crash fixes from CS:GO
Related to high poly models and the debug rendering modes
Remove gmod_xp.exe from the build process
It's time to bury it
Fix? flex bone drivers in-game
Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE
Added a new option to HLMV Flex tab for $boneflexdriver preview
It will move Flex sliders live as the animation plays
Fix retakes loadouts, and add a few more
Fixed cl_steps having its minimum changed from 32 to 16 and defaulting to 16 on the server, then sending that to the client
Remove VR suffixes from enums
Split Input.Vr.cs out into separate files within a VR folder
Add color picker to settings https://files.facepunch.com/tony/1b0411b1/sbox-dev_IpkQOc3g5h.png
Don't try to compile shaders that have missing source files
Update menu scene
Hand tracking elements
Pull velocity up into TrackedObject, calculate manually
Move input related enums into their own files
VRController -> TrackedController
Remove TrackedControllerType, HMDType - not supported by OpenXR
VR anchor sets Input.VR.Scale based on transform scale (so that IPD matches)
Remove `Finger`, `FingerValue` already exists
set dressing progress backup