240,580 Commits over 3,867 Days - 2.59cph!
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
Merge from Twitch_Rivals_IV
Merge from Twitch_Rivals_IV/racing
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes)
Move WaypointRace component to vehicle position every frame so the player will never leave network range
Tighten up toast wording
Merge main -> ServerSideRagdolls
Improve GameObjectToggleState handling in different hierarchies
Extended "Developer/LocalCoord Diffuse" shader to support Alpha and AO; added optimized variants without textures
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off
Assigned to single reload anim to toggle the ammo mesh on and off
Changed HBHF from radial menu (hold E) to a dialog (like electric branch)
Added checkbox to toggle "Authorized Players" and "Unauthorized Players"
Changed default of HBHF from auth + unauth -> unauthed players only
Allow configuring HBHF before they are plugged in, as long as you have building privledge
Fixed barrel attachments not working (transform needed to be called "barrel")
Citizen/animgraph: rework input-based lean layers
The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore.
https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
This can be neater now Conna fixed that stuff
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess
More BytePack game var types
trimsheet models .meta files
Fix clan table map shader compile error
Added ablity to pickup carlift if its not in use.
Add deployable filter category to industrial (the "Items" F1 tab) as it was missing
Remove IPD measurement - feels useless here - and clean up
Add TrackedDeviceInfo defaults
Move performance timing stuff into VRNative.Timings.cs, clean up some more stuff
Put some of this data in Performance window too
merge from main with the holy re-serialized materials of deeath
latest greybox content... and it's a wrap before review
Support params object[] when validating method for CodeGenerator.WrapMethod
Initial VR performance stats editor tool
Takes data from SteamVR compositor, tries to turn it into something that
is more useful for us - not sure how much of this data we need/want, or
what else we want right now
Invoking nested expression graphs works
merge from waterguns_last_burst_fix
merge from contact-shadow-intensity
merge from TugboatDeployableCollisionFix
merge from qol_diesel_despawn
WIP auth system for shelter.
trimsheet .meta file updates
Don't update physics position from physics if we're a proxy
RPC poc
RPC attribute POC
BytePack
ByteStream faster System.Array writing
Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it )
Merge branch 'master' of sbox
Enable episodic behaviors for npc_citizen
Improve autorefresh handling for lua_openscript scripts
If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules.
Added ENTITY:TranslateActivity( act ) for `ai` type entities
Do not handle spawnicons and posters during render.RenderView
Added GM:PostEntityFireBullets( ent, info )
This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false
Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called.
Altered how missing members of GM:EntityFireBullets return table work
They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical
Added basic priv to shelter using vehicles system.
GraphNodeDefinition binding
Leather gloves 5min -> 20min
Roadsign gloves 5min -> 40min
Tact gloves 5min -> 40min
Spas12 shotgun 5min -> 60min
Basic tea 5min -> 20min
Advanced tea 5min -> 40min
Pure tea 5min -> 60min
Imported Legacy Furnace FBX, Textures and Materials
Setup Basic Prefab for the Legacy Furnace
Increase despawn time of diesel from 5min -> 60min (only changing despawn rarity)
3p m4 shotgun anim updates, setup override controller
Fix possible NRE on startup from cookies (?)
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
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Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Fix GameObject/Component references not filling in disabled objects
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Remove drag tags when dropping into scene
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Keep selected object when starting play mode (sbox/issues/1340)
Add some shorthand methods for PanelComponent
Make PanelComponent partial (whoops)
Add Setclass to PanelComponent
ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61)
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
Component headers can be dragged into control slots
Use fixed position when opening component context menu with the button
It just feels slightly better this way
Add support for moving multiple selected GameObject nodes in the hierarchy
Merge remote-tracking branch 'origin/main' into action-editor
Some fixes after updating Facepunch.ActionGraphs
Fixed IsTypeParameterRequired regression