240,764 Commits over 3,867 Days - 2.59cph!
Fixed several abyss hazmat issues on trophy mount (randomizer will always pick option 0, disable tanks and animators)
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Adjusted the eyelids on the small trophy so the eye doesn't clip through the eyelids and give me nightmares
Only save clothing on the head item if it covers the various head slots
Added a tooltip for the dynamic range compression option
Support for comment nodes in Action graphs
Skip HideInEditor properties in ControlSheets
Added a placeholder menu item for BaseGiggableEntity to allow items to be "dug" via interaction (until spades work...)
Flag markers grant items when dug up.
Diggable entity wip stuff
999 more bakes to fix various vertex precision problem areas
Fixed broken AO in tunnel stairwell entrances
Deleted unused slopes and prefabs
Spawn flag entity when a sweetspot is fully detected
set reverse close anim to play at same speed (2) as standard close anim in the animator
removed delay from saloon door anims
Fix #SERVER compile error
push doors vm and 3p anim, added to v gestures and player animator
Removal basics (very wip)
Add .gma to file.Write whitelist
Move where gmod_unload_test is defined to appease linux srcds
Support Vector / Vector
Merged pull requests
* Clean up DOF_Ents table on DOF_Kill
* Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace
RecalculateLineBreaks before firing OnTextChanged
Fix Panel:GetNumLines not being up to date within that hook.
Merge from shader-stdblends-extended
Fixed portacabin materials
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Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Terrain blending now working with Mesh terrain type (e.g. cliff); fully automatic for now but requires MeshTerrainRoot script on hierarchy
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Include generic parameter in PropertyDefinition
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more wip placeholder UI and sweetspot detection
Merge from rail_network_link
Added AutoCliffSplat and AutoCliffTopology parameters to monuments that can be used to opt out of the auto cliff generation
Fixed update implementation
When transform changed, notify our children too
Disable fixed update for now
Native Resource Cache
Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer.
Resolves #1306
Fixed ProceduralMapRailSimple using a tiny world size
train_tunnel_double_entrance_b implementation
Hunting trophy compile fix when neither server nor client
Add PhysicsWorld.Step( delta, substeps )
Clear cache at opportune moments
Use NativeResourceCache for other native resources
Destroy strong handles on main thread
Get rid of debug
Fixed rail network link missing from underground map