7,110 Commits over 3,531 Days - 0.08cph!
Split chainlink_fence_3x3_gate into two models
Fix rock_ledge_a alignment
Fix alignment on remaining citizen props
Fix models/citizen_props/cardboardbox01.vmdl origin
Set gibs collision layer if they're debris
Remove an annoying assert when spawning a bot
Allow some tools to interact with debris
Scale a few things based on player scale
Scale player animation speed with player scale
Allow resizer tool to trace hitboxes
Break gravgun joint when there's too much linear impulse
Bind PhysicsJoint.IsActive to check if a joint has broken
Block player use when physgunning or gravgunning
Allow thrusters to be toggled with +use for now
Fix BaseInventory.DeleteContents not clearing list
Remove some things that could fix tools but probably wont
Fix server side ragdolls not scaling properly
body grab check uses physics group, should handle ragdolls
Remove copy paste mistake in Game.PlayerDisconnected
Gravgun throws ragdolls better
Add PhysicsGroup ApplyImpulse and ApplyAngularImpulse
Add PhysicsGroup.Mass (only getter for now, unwise to set total mass through this probably)
Also make sure entity has physics group
Gravgun picks up ragdolls using their main physics body
Add PhysicsGroup.RebuildMass
Rebuild mass of every body in physics group after resize
Don't copy bone scale when copying bones to ragdoll
Copy world scale to ragdoll
Add Entity WorldScale and LocalScale
Add hit entity to OnPhysicsCollision
Add Drop and Contains to IBaseInventory
Add some extra safety to BaseWeapon.OnPlayerControlTick if Owner changes
Fix small but annoying text entry bug that stops double click highlight from working when you expect it to
Delete overlap results when finished with it in GetEntitiesInSphere
Balloon tool can spawn balloon without a rope with attack2
Make wheel entities indestructible even though the prop model may not be
Balloon entity keeps maintaining gravity scale incase something external messes with it
Don't allow multiple people to physgun or gravgun the same body (although it technically works)
Move physics joints under a shared namespace
Remove Overlap class and instead have Physics.GetEntitiesInSphere
Override ActiveChild for Player to return the real active child for non local players (fixes physgun beam for other players)
Add back unweld with attack2 and unweld all with reload
Reset weld target on deactivation of tool
Ignore inventory slot switching if physgun is active
Switch inventory bar client side so switching slots always corresponds to what you selected
Whitelist System.StringComparison