240,439 Commits over 3,867 Days - 2.59cph!
- Added an option to all vehicles to have ragdolls from mounted players fall through the vehicle on death (not collide), even with server-side ragdolls on. Does not affect ragdolls that weren't mounted that collide with the vehicle.
- Enabled it for the three helicopters.
merge from hostile_countdown_tooltip
merge from spraycan_box_fix
merge from stocking_groundwatch
merge from macos-potato-terrain-error
Add Task.Frame, Task.FrameEnd, Task.FixedUpdate
merge from youtooz_deployables
merge from save245 - Staging wipe
merge from disable_xmas23
Disabled xmas themed decor at compound and bandit
S2P
Disabled gingerbread building skin
Disabled xmas events
Disabled Advent event
Disabled Ice walls
Reverted Burlap sack
Disabled xmas tree
Disabled Xmas Dungons
Asset Browser: bail async task when not valid
Leaderboard backup, run #8452
Merge CorpseParentingFix -> Main
Handle triggers being null
Merge CorpseParentingFix -> Main
Improved unsafe ragdoll parenting method. Fixes glitchy corpses when players are killed in the back of a scrap heli.
SetPenEmpty becomes ClearPen, SetBrushEmpty becomes ClearBrush
Pen tweaks
Adjust dragging speed to range (if a float has one) in FloatControlWidget - this makes dragging 0-1 floats a lot more comfortable
Fix EnumControlWidget not opening when in a popup
Add some extra Paint helper functions
Stop trying to be clever in PopupWidget
Run tasks in a scene scope
Leaderboard backup, run #8428
Fix ResolveTargetD3D11 srcBox limiting not accounting for offset on dest width min
Graphics.GrabFrameTexture uses Graphics.Viewport
Fix typos and inconsistent screen uv calc in postprocess shader
Fix TakeOwnership RPC not working
OnAwake/OnDestroy respect Component.ExecuteInEditor
Add InputContext for Scene.FixedUpdate so inputs are reliable when FPS is higher than the fixed update rate
Add an access point for the player controller to influence recoil
Cleanup, add horizontal and vertical spread ranges
Add loop points to recoil patterns
https://files.facepunch.com/tony/1b2611b1/Zwf2E8V68x.png
https://files.facepunch.com/tony/1b2611b1/sbox-dev_9zVXae9zXk.mp4
Update style of recoil pattern UI, draw line with all points https://files.facepunch.com/tony/1b2611b1/z5ZQTeqnS5.png
Use recoil pattern in RecoilFunction
https://files.facepunch.com/tony/1b2611b1/sbox-dev_xaXurG5u7E.mp4 https://files.facepunch.com/tony/1b2611b1/CS5fvYwsxo.png
Add editor for designing recoil patterns
https://files.facepunch.com/tony/1b2611b1/rNGbSsl88U.mp4
Fixed not finding the ammo container
Move weapon functions into a separate gameobject on the weapon for organization
Refactor weapon abilities to be weapon functions, stats can be modified by weapon functions
Fix ragdoll rendering with wrong rotation, bone transform should be body local to gameobject world
Leaderboard backup, run #8404
Update camera animation code to use local bone transform, ty @aylaylay
https://files.facepunch.com/tony/1b2511b1/sbox-dev_iEfv2HkNNa.mp4
Don't overcomplicate stats
Add weapon stats system baseline
Fix root bones not returning in local space
Add test code for local bone transform
Add SceneModel.GetBoneLocalTransform, make worldPosition in GetBoneTransform work
Copy renderer bones to model physics bones
Strip root body transform from renderer bones, fixes ragdolls rendering in wrong place
Leaderboard backup, run #8380