255,058 Commits over 3,990 Days - 2.66cph!
Add ClientModdingEntity to handle RPC for custom vitals
Fix unreliable rigidbody transforming with position editor tool
Only let 1 item get added to the move queue at a time
Add more checks to try and stop items getting moved to the container if they aren't going to fit (and getting bounced back)
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak)
Fixed hopper throwing an exception when more than 128 world items are in it's radius
+ BaseEntity.SyncVar (doesn't compile)
Added implicit conversion operators
Add correct list of allowed types
Proper client receive method
▉▌▍█ ▋▌▅▉▉▍▋▊ █▆▉▌▌▅ █▆▌▌▄▋ ▉▄▅▍▌ ▇▌▌▋█
Deployed beehive spawns particles as well should it have a nucleus and enough comb
Enable bee particles on the beehive if it has bees in it
- Added some bee particles around a beehive
- Killing a natural beehive makes a swarm
Update: ServerProfiler - vizualize process working set memory
- using debug binaries for now(bc3e74cd)
Need to add virtual set as well and test standalone servers(Win and Linux)
Tests: in editor on craggy.
Update trace solver to latest
Fix bug in mesh cast shape causing incorrect capsule vs mesh casting https://files.facepunch.com/layla/1b1211b1/sbox-dev_a7oytZSV2E.mp4
Directional item dropping. Throw items to the ground in the direction you drag the icons.
Update: able to capture allocations from all threads
Tests: exported a profile in editor.
Update: remove hack that forced early recording of data to test tracking all memory allocations
Update: able to record working set of a process
Tests: tested in editor for win, need to test on linux
Improved server projectile trajectory prediction
Folders
Bugfix: ProfilerExporter - filter out worker thread marks that are before the frame start
It was originally correct, but in previous commit I simplified the code, thus breaking it. This restores it.
Tests: none, as currently too many changes present in workspace - will test later
Door controller tests tweaks
Prefab test scenario system (very wip)
- Allow us to create more complex tests that aren't practical to write entirely by code
- Scenario prefabs placed in the correct folders are automatically added to the test list
- Added scenario prefabs loading copy pasted bases and firing rockets at specific hand-placed points, checking that the health of every building block is correct
Pie world model visuals now match their view model versions: matching tin colour and correct toppers.
Added WorldModelVisualConfig for applying FoodVisualConfigs to world model items.
Fixed pie tin tinting.
Assigned placeholder tin colours for all pie VMs.
Better handling for backpacks, extract all items
Hoppers ignore backpacks (temporary fix, will get this working later)
Revert "Make SpringDamp / SmoothDamp frame rate independent"
Breaks some games, looking into it now.
This reverts commit 825f6120d224d04fce8298534c83d14b2a32bdc5.
base rig fbx, placeholder anims, animator, prefabs
Merge from menu_friends_list
Fix some stuff that got stomped in Hand.cs (sorry Tony)
Initial first pass at procedural hand poses, bit buggy, needs cleaning up
https://files.facepunch.com/alexguthrie/1b1111b1/sbox-dev_s4WQrpNId2.mp4
Fixed warnings not having their ~special~ color in srcds console
Experimental 24 bit color in DS console, probably with Linux support
Add arrow to VrSimulator hand, fixed rotation offset with right hand
DualGrabObject: Can't grab same ref if we're holding already
Will probably fix the scrolling, for now
Update ForumView
Add DualGrabObject.UseAveragePosition so we can compare if it's shit or not
Can get hand preset per hand from a grabbable - can detach hand mesh and place it onto an object if you want
- Swarm now checks its targets to make sure they are viable throughout the whole attack
- Greatly optimised target selection and processing
- Seperate out think and do
Small refactors to hand grabbing API, add WantsKeyboardInput for outside of VR hand input so we can test dual interactions
WIP DualGrabObject (shitty code)
Update minimal.scene
Added support for %CompileNoShadows (VBSP)
Include Episode 1 barney model as override
It appears to have all the animations from base Half-Life 2.
Added "owner" argument to SWEP:OnDrop
Added shader name to "failed to create shader"
Fixed crash with net_showmsg
Fixed hoverball's toggle key not functioning
Localization for built-in undo actions
Potentially breaking change: Internal undo names changed!
Also fixes undo text being processed twice for certain undo actions
Adds localization for entities spawned by Sandbox tools (names)
Fixed Windows SRCDS not having color output
Added `hostile` keyvalue to npc_citizen
Will be treated as a combine. Useful for NPC reskins to not have combine noises. Or just for fun.
- Make the swarm damage you
- Setup realmed removed
Abyss pack and page header rework
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
Added super crappy swarm particle effects (testing)
Make SpringDamp / SmoothDamp frame rate independent
Fixes #1819
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline