250,037 Commits over 3,959 Days - 2.63cph!
Clearer docs here, only log warning if networking debug is enabled here
Drive ragdoll physics from animation in fixed update
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
Disable deployed cameras from being disabled while shot
Add extra collider to static CCTV camera so it can be shot better
- add static effect to the camera prefab itself
Disable static CCTV cameras in monuments when they take damage
- default duration 5 minutes (convar `camera_disable_seconds`)
- 95% static effect when disabled
- can still hear audio when camera is disabled
- static effect around camera when disabled
Don't forget to add arg to header
Add NetTransmission flag support when using SendMessage via Steam Sockets
Removed old/outdated pose files
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that.
Remove this log
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
Serialize TargetMessage flags as byte
Merge from brzone-blending -> main
Prefab application & fixes.
Shader Support a hotspot layer on projection
https://files.facepunch.com/louie/1b2211b1/sbox-dev_BJkYW81ltd.jpg
fix missing materials for unicycle skins
fix null references on unicycle dresser
initial commit
initial commit
work on main menu, fixing some vmdls, logo update, knewave font
solo page updates, medal icon changes
customize menu updates, arrow pngs
more ui work, add default color for every customization item
pause menu updates
more pause menu work
test map, pause menu work
pause menu reorganizing, map finished menu
tutorial message ui updates
remove text shadows
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
tutorial message ui updates
Network compat breaking changes
* Removed bodyque system/entity
* Remvoed vote_controller entity
Bump network version & .exe version
Fix weapon_snark network types
Remove m_bHL2EpisodicBehaviour from gmod gamerules
CTEPhysicsProp model scale networking
TEHL2MPFireBullets Y axis spread networking
Completely remove the commentary system
Fix incorrect particles spawning if there are too many
garrysmod-issues/issues/5509
Remove test_traceline entity
Restore portal entity clientside parts (lasers)
`teamonly` in `player_say` event networked
Battering ram client steering, brake and throttle client inputs
Engine audio baseline
Merge from copypaste -> main
Add option to ragdoll to drive physics from animation https://files.facepunch.com/layla/1b2211b1/sbox-dev_zcC1rx2gSM.mp4
camera movement and rotation
camera bounds and zooming
fix dropping ammo that came from factory
add cinematic tool to unify layers of renderables near a light source
allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
Rework component serialize bail logic
Finalized & prefabbed wall mediums and large.
Add ability to snap pasted entities to the terrain
- will search based on foundations only
- snap entire build to single height even if it overhangs the ledge
- convar is `paste_snap_terrain`
- can use `paste_height_offset` to control height offset after paste
Add more filters
- `paste_deployables`
- `paste_building_only` (only building blocks)
- `paste_foundations_only`
Add `copybuilding`
- will copy every building block & decay entity of the base you are looking at
- won't copy non-decay entities
Ragdoll child component flags are not saved and not cloned, they always get recreated OnEnabled
Add ComponentFlags.NotCloned to opt out of component serialize when cloning in editor
Battering ram attack interaction moved to a world button
pause menu reorganizing, map finished menu
exported edited viewmodel metal shield animations
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
Update: TreeToolRenderer tracks everything via a dictionary instead of a list
- Also track trees that are roots of scene(helps with domain reloads)
This'll avoid stutters in large monuments with a lot of pre-placed trees.
Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
refinery updates
more work on bombsite A
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes
Tests: opened craggy, add a tree and tried to change prefab - nothing happened.