241,014 Commits over 3,867 Days - 2.60cph!
Folding chairs / meshes, textures and prefabs
v_mp5: improved logic behind firing_mode, set b_deploy to auto-reset, the gun movement during a mode switch is affected by ironsights_fire_scale
Slot can access private members on Container, all mutative operations are documented as such and call Game.AssertServer()
Added grounded flag.
Remove now unused inventory item related stuff.
HAB equipment items can now be flagged as equippable only on ground.
Radial menu options now only display when they pass the correct checks.
Start refactoring into Container, handles networking for all contained Slots
Containers have IDs, have "ownership" over slots
Containers can have names, implement FindFirstEmptySlot, Add, store all containers inside static list on server
Coverage query flares working in edit mode
exported rig and rough animations for testing on the homing missile launcher viewmodel and setup anim clips in unity
Removed several texture assets from server content.bundle
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Hook up b_jump
Remove AimFireDelay
MP5: Hook up dry fire anim
Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
rendersystemvulkan: support raytracing pipelines
vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2
CRayTraceSceneWorld without lights for now
Re-add holster times (but now per weapon)
https://files.facepunch.com/tony/1b2411b1/sbox-dev_fd4S1u2qx7.mp4
WIP allow creation of SdfWorlds in menu realm
Rename Tick to Update
Hooked up move_groundspeed, deploy unset, move firing mode to be on cycle instead of all the time
Convert everything to use nullables
Set up FiringModeParameter
v_mp5: added dry fire animation
Animgraph: Change how bone merge models are handled so they get morphs inherited
WIP allow creation of SdfWorlds in menu realm
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Added colliders, LODs, set prefabs, and updated the texturing for the metal briefcase models
adding new zombie model and basic anim rework
animation will look somehow broken on some zombie/anim but it's still playable
Merge branch 'main' of sbox-sausagesurvivors2
Whitespace / debug log cleanup
Removing old server GamePhysics performance workaround
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 )
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Attack heli now shows damage FX on the rocket pod texture too
upgrade icons
icons, change arc shot upgrade
balance
Fix NRE when trying to mount packages in game menu. Fixes sboxgame/issues#3806
Include token hash in log when unable to find string token
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merge from ConvexDeployables
Use Distance2d, it's cheaper
Increase patrol helicopter push back force when flying over water, should prevent it getting too close to water
Fixed patrol helicopter getting in a stuck AI state when targeting a player that is on the surface of deep ocean (the helicopter still disengages if its target is too deep underwater, but it will continue patrolling and looking for targets)
Add UpgradeOptions implementation.
Upgrades now applied via radial menu options.
Menu option runtime generation.
Switched to RPC implementation for equipping/using items.
Increase size of parachute renderer bounds
Leaderboard backup, run #5429
Fixed the parachute not appearing properly in demos after scrubbing