248,756 Commits over 3,959 Days - 2.62cph!
Fixed deploy -> idle time
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work.
Humans: convert Citizen animations on the ModelDoc side rather than graph side
- Managed to make it rotate without flipping the barrel mid way through
- Major code cleanup: use set of angles instead of figuring them out on the fly
Move Qt.Orientation to Editor namespace, LinkableSplitter uses it
This stuff shouldn't be public
Get out of ragdolling only when the body stopped moving +1s, with a 20s time fallback
Delayed the catapulting death on impact by 1s so you can see the corpse hitting the ground instead of dying mid air
Replace SetRoot call with MergeToPreserveExisting
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations
- Ensured anticlockwise works just like clockwise angles
Fixed ragdolling killing you on impact on horses
Fixed lethal ragdolling killing even with god mode enabled
Merge from /indirect_instancing
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
converted f1 grenade to use specgloss
Battering ram scoop damage renderer
Autotile Example/Test Assets. Published Autotiling to sbox.game
Add native CRenderAttributes merge function that preserves existing values
Use that function to merge render attributes in managed
Reduced blurring when using TAA
Added Block of Ice item (orbital that blocks bullets and deals contact damage)
Disable TAA in TwitchDrops render scene to fix black BG in renders
Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729)
Added jungle ruins stone floor textures
Upload symbols with parallel streams instead of a single stream per file (via TransferUtilility))
Update to net8
Update protobuf codegen exe
Battering ram folder cleanup
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made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
Facepunch.ActionGraphs 1.9 API changes
Facepunch.ActionGraphs 1.9 API changes
Fix possible exception when compiling graphs calling returning methods
Compile a throwing graph if exception thrown during compilation
Implemented new battering ram animations
Changed the damage logic
flash grenade world model
USP darken slide
Explicitly set fields/props to null when deserializing (#1728)
Fix deserialize no longer being called
Bugfix: reset stream position after copying data
- Backups was using a stream with a cursor at the end, so it was sending 0-length content
Tests: ran in test env, was able to download non-empty files
Merge pull request #8 from Facepunch/FixEmptyBackups
Bugfix: Send full backup files
Bugfix: reset stream position after copying data
- Backups was using a stream with a cursor at the end, so it was sending 0-length content
Tests: ran in test env, was able to download non-empty files
Merge: from mapuploader_retry_exc
Fixes an exception when map uploading fails and it tries to incorrectly retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
Bugfix: Recache map uploading stream to avoid using a disposed one
In the rare event that the first request was sent & failed, it would consume and dispose the stream linked to it, preventing us from using it in the next retry.
Tests: in editor's procgen server - hardcoded a failure point on first attempt, 2nd attempt managed to send it off properly.
Only breakfromprefab during serialization when undoing
edited the minicrossbow vm rotation curve for the barrel on viewmodel prefab
Fix default values for properties