240,804 Commits over 3,867 Days - 2.59cph!
merge from Attack Helicopter/ch47_homing_disable
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Out Of Game Rendering + Custom Map Loader Api
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
Get rid of "Unit" in random extensions, replace "From" with "Inside"
Random.Rotation() / Random.Angles() documentation fix
InsideSphere -> VectorInSphere etc
Add `extents` parameter to VectorInCube / VectorInSquare
Vector2/3.Random is now inside a unit circle / sphere
Remove vmpi lib from vfxcompile
Remove vmpi lib from vfxcompile
Merge Main -> Experimental
Hook up MainViewOrigin() etc for backcompat
Clean out g_pView
Refactor
Remove now unused code
Increase network protocol
Remove debug output
WorldTextEntity: Hammer gizmo uses specified color too
homing upgrade changes, etc
overflow dmg bullets
rework fear/freeze armor upgrades
delayed heal upgrade
evil chest flickers, etc
skip spawning initial things
Wait until the player has fully connected and woken up before starting the initial conversation
More animal fat fixes
Leaderboard backup, run #5741
Stats.GetPlayerStats uses steamid parameter
Fixes sboxgame/issues/issues/3766
Add Entity.IsPawn
Fixes sboxgame/issues/issues/3927
Add SteamInput manifest file for deck
At the moment, all it does is make the right trackpad work
Citizen/animgraph: improved jumping feel by making the body & legs lean towards the landing direction
This exploits the system used to partially reflect your input while airborne, but it now *reverses it* once the initial jump impulse is over. https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2021-51-46.mp4
Delete info_spawngroup_landmark & info_spawngroup_load_unload, never worked and we'll think of something better after meld
Delete info_dynamic_shadow_hint & info_dynamic_shadow_hint_box - unused
Delete env_spherical_vignette
info_overlay editor only c# definition, remove .fgd entry
info_notepad editor only c# definition, remove .fgd entry
remove func_instance fgd, unused
Trim some fat from the .fgd
Physics awake list uses aggregate instead of skeleton, cherry picked to make meld easier
info_cull_triangles .fgd -> c# editoronly def
Fix oopsie on info_overlay
visibility_hint .fgd -> c# editoronly def
Clear a bunch of these native -> nice conversions
Delete native point_worldtext
Remove game rules proxy entity, whatever that is
Fix asset spray tool model selection not working
Native can set managed asset picker initial search filter, material editor uses this for _color shit filtering
fuck off mysql_wrapper
Can right click textures for managed asset menu in met
Whitelist System.Threading.Tasks.Task.ContinueWith and System.Threading.Tasks.TaskContinuationOptions
closes sboxgame/issues/issues/3751
Delete env_clock and resourceprecacher
Delete keyframe_track and move_keyframed
Delete spatialentity and env_ambient_light, not even in the build
Delete some more unused client headers
Delete damagemodifier
Fix fgd dying because of func_instance line
Remove unused manual base address setting
Fix minor typo in vpc
WorldTextEntity draws its text in Hammer & added GIzmo.Draw.WorldText
Merge branch 'master' into oog-rendering
These transform scopeguards add complication where it's not needed
Don't assert on MATERIAL_LIGHT_POINT mixed light, just ignore it
Properly spawn the tutorial bear variant
Lower tutorial bear health to 100
Give the tutorial bear a custom corpse prefab with 200 extra animal fat to give the player enough resources to finish the tutorial
Merge Homing Missile Launcher -> Main
Merge Attack Helicopter -> Main
Fixed backpack slot not properly enabling if the inventory was closed with the underwear picker open
Added a game tip for pilot controls
Fixed attack3 not being tokenised
Increase resource havesting rates x3 while in tutorial (for testing, but it might stick around)
Covers ResourceDispenser and CollectibleEntity
GameTips now show for longer if there is a lot of text to read
Show the gunner tooltip when mounting the gunner seat rather than when using the monitor. I think it's too blurry on the monitor unfortunately.
Leaderboard backup, run #5738
Fixed Launcher lock on sounds staying on if the player was looking at something while they disconnected
OnHeldChanged doesn't actually get called in this case so the targeting invoke was still running forever, this cancels the invoke
Also fixed the lock on bar staying visible after reocnnecting if disconnecting while locked onto a target
Leaderboard backup, run #5737
Homing rockets now go forward a little before going up, allowing for shooting out of windows etc
Remove unused manual base address setting
Fix minor typo in vpc
WorldTextEntity draws its text in Hammer & added GIzmo.Draw.WorldText
Add clan role for controlling access to score events log
Fix incorrect role tooltip translation keys
Kill players mounted to a helicopter in OnKilled instead of DismountAllPlayers, this allows us to pass the correct HitInfo to each player so they see proper kill attribution on the death screen (eg. you were killed by player X with a homing missile instead of just death by helicopter)
Additional NRE checks in HideUntilMobile
Patrol helicopter now fires flares whenever a homing missile is launched at it
It has unlimited flares
Refactored valid homing target calculation. Fixes patrol heli no longer being homing-targetable
Leaderboard backup, run #5734
Merge Main -> Attack Helicopter
Editor window for vtex
Load vtex from kv3 so we can load from json
Serialize a test texture to test loading from json
Deserialize texture file from vtex
Serialize and write to file on save
Add "Create Texture" to image context menu
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Remove LOD2 from stone wall frame
Don't render submeshes without a material (used to use the last material)
Fixes ramps having texture atlas at lower LOD
Fix wood ramp using Standard material instead of Rust/Standard