240,763 Commits over 3,867 Days - 2.59cph!
various wood trimsheets
wood_trim_01
https://files.facepunch.com/jason/1b2011b1/Adobe_Substance_3D_Painter_VLwKKXe26G.png
wood_trim_02
https://files.facepunch.com/jason/1b2011b1/Adobe_Substance_3D_Painter_wWKirnMHvs.png
wood_trim_weathered
https://files.facepunch.com/jason/1b1911b1/Adobe_Substance_3D_Painter_YjNs2qhWHe.png
wood_trim_painted
https://files.facepunch.com/jason/1b1911b1/Adobe_Substance_3D_Painter_YJCOAw6dOP.png
plywood_trim_01
https://files.facepunch.com/jason/1b2011b1/Adobe_Substance_3D_Painter_RQmxoDeZ3n.png
+blends
https://files.facepunch.com/jason/1b2011b1/sbox_AE1021mVjq.png
Descriptions for operators
Components can be [Property] fields
Added shirt/vest to Dracula cape
Improved cape setup
Move where gmod_unload_test is defined to appease linux srcds
Material icons in display info
Reverted back to using line renderers for camera frustum.
Set keyframe physics time to arrive the same as the physics time step
Use Continuous by default
Add TransformInterpolate class
Character controller - don't bounce off floor
Fix character controller not grounding properly when walking up hill
GameTransform._local needs to compare to right transform
PlayerController uses FixedUpdate
merge from wire_tool_reconnect
Updated Player Image and Name Position for First Wanted Poster Variation
Added Second and Third Wanted Poster Variation
Added Second and Third Wanted Poster Materials and Models
Setup Basic Prefab for Second and Third Wanted Poster
Updated First Wanted Poster FBX to have correct position, so shouldn't clip through walls anymore.
merge from cinematic_tools_changes
merge from base_decor_DLC
Return default physics material when user data is null
Leaderboard backup, run #6797
Support creating transformed hull from mesh (why tho?)
Build new mesh and hull when adding transformed hulls and meshes
Updated all triggers that needed the new Physics Debris layer. Required S2P on excavator and junkyard.
Fix up kayak tutorial stage
Delay recycling the island until the player has respawned on the island, fixes a heap of bugs and looks a lot nicer
Parent dropped items on trains. Even though item behaviour when entering or leaving a trigger isn't great, they get very confused about the kinematic movement without being parented.
Dropped items now use Continuous Speculative collision all the time, the only usable mode for vehicle<->item interaction @ 16Hz. The mode can occasionally cause small dropped items to fall through terrain, so DroppedItem has a new terrain check that activates if required and puts them back on top (will not affect intentionally dropping items under terrain as admin).
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Setup push gesture, assign to double door and adjust timings to match
Added HalloweenMummy cinematic textures/materials
Prevent wanted poster saving debugging screenshots in builds
Increased wanted poster collider thickness, prevents it from getting blocked by the wall collider in some cases
Fixed not being able to update wanted poster after clearing it
Fixed trophies not loading properly when entering/exiting network range
Fixed trophy nametag displaying incorrectly when no trophy has been inserted
Also fix wanted poster pickup
Fixed single weapon racks getting picked up as horizontal racks
Added fancy new torch fx when mounted to a wall, not enabled if using the diving torch
Dracula cinematic setup
4k materials for Mask, Cape and Vest materials
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Fixed heads not being valid after being dropped in the world
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Fixed several abyss hazmat issues on trophy mount (randomizer will always pick option 0, disable tanks and animators)