240,305 Commits over 3,867 Days - 2.59cph!
Citizen/animgraph: improve jump SM logic + make wish-based airborne flail fade in over 500ms (this leaves the visuals after jump almost unaffected while letting non-jump scenarios like "running off a cliff" look & feel better) + move its 1D blend slightly downstream (this prevents the non-wish flail and the wish flail from competing, and they run out of phase sync so that could look terrible)
updated mural texture
trees prefab
Disallow some SetNW/GetNW methods being usable on NULLs without errors
Rip out "Setup Steam Install Path" stuff that is unused
Less console spam in vbsp output and others. Also touches how "low violence" settings are handled
Fix vbsp complaining about a missing cvar gmod_unload_test
Fixed npc_strider code causing mat_dxlevel warning on start up
Try not shipping useless client files with Linux SRCDS
Do not print pointless "Couldn't load shader dll" on linux srcds
Compiled light culling material
Add more options for editing particle control points (#1379)
tweaks to terrain trigger volumes
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vm_boneknife & stake throw release fix
Add orthographic view support to camera gizmo https://files.facepunch.com/tony/1b1111b1/sbox_FDMS0kbBzH.mp4
Citizen: improved Land_Standing_Movement_[E/W]
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument
Run Scene.EditorTick() from Hammer
Get some scene prefabs going in Hammer
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
Move remaining files from public/game to public/engine2
Delete g_pSource2Server
Move view_shared to engine2
merge from io_budget_health
merge from skinning_knife_fix
merge from RagdollEyeClipFix
Remove gameinfo.gi, define these keyvalues in C++
Leaderboard backup, run #8044
Run turret interference updates in a new hashset based queue that sorts interference updates from highest net id to lowest to ensure that interference is applied deterministically (newer turrets will always suffer from interference before older turrets) and hopefully doesn't overload the queue in the process
Fix leaking entity list in UpdateNearbyTurrets
Increased the force from 1 to 1.5 - I'm sure it was intentionally tuned to be very low, but 1.0 was, most of the time, imparting no visible force at all.
The slight push that happens when shooting a corpse now also works for servers-side ragdolls
Added an indicator to the item icon if a weapon has a burst attachment and that attachment is enabled (similar to flashlight attachment)
Use PositionTickFixedTime for TimeExplosive position sync
Merge main -> GrenadeThrowFix
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Added a timeout to the fishing bobber in case it gets orphaned from the fishing rod for whatever reason
Make the item description scrollable if it's too long for the text box
Searching for items in the conveyor filter and F1 debug tools now uses the same culture handling that the vending admin panel and crafting menu uses
eg. searching carva will return Carvão (charcoal) when playing in Brazilian Portugese
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Added a tooltip to the hostile countdown in the inventory to explain what that it is
Switched hostile countdown text to RustText for better visual quality
Fixed ragdoll eye postion
Fixed cell hover color not being set, and fixed cursor type
Adjust alignment of keyboard code cell for consistency
Add inline support for gamepad code
Add tooltip to gamepad cell
Updated modelviewer model
Model Viewer: expand the character controller scene so I can better gauge movement
Add inline keyboard code editing to InputActionPanel
https://files.facepunch.com/tony/1b1011b1/sbox_1Wb5szvOnF.mp4
Added some features to input actions editor, sorted categories (collapsible, persistent)