243,202 Commits over 3,898 Days - 2.60cph!
Remove old spineIkAimOffset system, superseded by new components
Fixed left hand IK not getting applied when switching between weapons
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
Added throw support to pose editor
Removed right hand pose component entirely
Added basic camera rotate and pitch controls to edit scene
merge from flashlightfixes
Flashlight fixes (safe version, ball fixes only).
Removed some leftover logs
Fixed some incorrect rig behaviour when entering and exiting edit mode
Update SpriteTools
Update item name
Updated Ambush Description & Plunder's Icon
Implement Day/Night Cycle
Adjusted Day/Night Cycle Length
Fix `set_time` command
Fix particle lighting
Added PreviewEntity
Created Enemy class and added 1 Zombie and 2 Skeletons
Fixed enemies hands flipping incorrectly. Fixed Enemies not being serialized as Mobs. Added Enemy.KnockbackTime
Added SpawnsAtDay and SpawnsAtNight support
Enemies have a separate spawn limit from non-enemies
Deserialize replaced component with json of previous component
Remove dedicated right hand aim component (now builtin to AimPose component)
Expose right hand aim offset per weapon
hold pistol
anim movement
shoot anim
gunshot
Climb left and right anims
Footstep chain and run anim
Add replace component to component context menu because I kept finding myself expecting it to be there https://files.facepunch.com/layla/1b0111b1/sbox-dev_GO4iCHd7Qw.mp4
Fix train tunnel entrances not having `PreventMonumentBuildingTag` component added because they were not generated with S2P
Ensured both train tunnel entrances were marked as "AllowBarricadePlacement"
merge from main -> fix_barricade_train_tunnels
map updates, disable wall grabbing for now
Humans: same fix as Citizen + lower the weight of ShoulderToBicep constraints to account for the "bicep bulges" contributing to the situation... and also because it just looks better
Citizen: fixed incorrectly nested nodes in the AnimConstraintList prefab because ModelDoc doesn't know how to properly manage a folder of nodes being drag-and-dropped between VMDLs and prefabs
Leaderboard backup, run #
14346
Reduce ore count density target to match release values
treadmill dev model adjustment
treadmill blockin model, map updates, fixing foam vmdls
Change the scene prefab remapping dictionary to be case insensitive
Normalize scene paths across windows and unix
Remove code that looked for scene name by full path in editor
Localization Support For In Game Weapons & Items (#2114)
* test
* Add Properties File
* Trying to figure out what's wrong
* Update game_hl2.lua
* ...
* Finally I got it right
* Localization Support: game_hl2.lua
* Update game_hl2.lua
lua/includes/extensions/table.lua:87: bad argument #1 to 'pairs' (table expected, got number)
1. pairs - [C]:-1
2. Merge - lua/includes/extensions/table.lua:87
3. ADD_ITEM - lua/autorun/game_hl2.lua:7
4. unknown - lua/autorun/game_hl2.lua:21
* Update game_hl2.lua
* Update game_hl2.lua
* Slowy fixing #
* ...
* Update game_hl2.lua
* Fix HL Source Category
* Add Back Phsygun
* Add HL: Source Ammo
* Update game_hl2.lua
* Fix Space
* Portal Core Ents
* Portal Cores
* Rework how translations are applied
Also no unnecessary changes to order and stuff
* Update and rename engine_entities.properties to entities.properties
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Add context menu helper to use component as input
https://files.facepunch.com/ziks/2024-10-01/sbox-dev_hxsAZ448Hi.mp4
Use the #classname for Sandbox editors and Bouncy BALL
Localize stuff added by game_hl2.lua (Partially Community Contribution)
changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
Refactor detail levels, only need one StreamingWorld component
Try getting local mouse position from scene viewport
wip map progress, cinderblock fix
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for
Add .sbox folder to gitignore
Don't attempt animation playback on sprites that only have one frame. Fix DrawGizmos NRE when SpriteComponent doesn't have a Sprite
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Improved climbing collisions immensely, works properly on rotating blocks
Move collision improvements for climbing. Can climb between different objects now.
Slight adjustment to climb up
Added proper friction to climbing