241,470 Commits over 3,867 Days - 2.60cph!
Remove duplicated drop mag event
Fixed hide events not specifying full transform path
Added new meshes to LOD group
Fixed incorrect effect folder path
Merge from media_projects/ferryterminal_media
Leaderboard backup, run #3745
Fixed a mesh light on the tugboat not marked as dynamic
Tuboat doors, 2 on top, one below
Revert
82449, CheckSleepState
Disable ragdoll collision with Vehicle Detailed layer - for now
Merge from ferry_terminal
Update shaders to new API + build optimized shaders
Updated shaders (Thanks alex!)
Merge from PhysicsLayerRevamp
Some IsDynamic fixes and LOD improvements.
Ignore corpses when doing a TriggerParent clipping check because they have a huge entity bounds - much larger than the actual model
Switch other diver pickaxe prefabs to use FP.BurstCloth instead of EZ soft bone
Merge from diversuit/burstcloth
Fixed scrap heli prefab, which got corrupted in the recent merge
Support length constraints in FP.BurstCloth (for custom min/max instead of hardcoded 0-100%)
Refactor calculation order in FP.BurstCloth to help things propagate better
Tweak starting bone positions and apply length constraints to diver pickaxe VM
Can still interpolate if there's a parent but it's not a moving one
Fixed client-side ragdolls falling in slow motion when parented. Unfortunately this fix also makes their movement more jittery (specifically 32Hz) when parented, but it's an improvement.
LODs for all 3 wall mounted weapon racks
updated deployable prefabs accordingly
Ghetto fix for doors reseting to default position when they send a network update when opened
added 3rd wall mounted weapon rack
reduced texture sizes of all 3 texture sets
Update controls for input actions
Fix navigation, use NavHostPanel
Fix parse error if map has no thumbnail
Merge Tugboat to TugbatXPhysics, for new physics + tugboat testing
Cherry pick "Use transform.position when updating train position" as well. Even though this should be worse, it's actually better due to the parenting situation (see original commit message).
Cherry pick scrap heli collider updates from RagdollRewrite2. These are a good general upgrade even if server-side ragdolls fall through.
Fix orphan detection doing nothing, it was tailored for content/game folders
Cherry picked
83367 and repplied to new backend
Instanced rendering now works with animated entities (doors)
Grabs new position & rotation via transform.hasChanged (needs better solution long term)
Add `InstancedmeshTracker` component that tracks each moving mesh of an entity
Support multiple of the same mesh per entity (when deleting & updating)
Fix foundations not having all meshes deleted
Send raw position of global building entities instead of network position
Fixed subtle faceted lighting in player preview
WIP make ISdf3D net read / writable
Fixed post-merge bug grey box around inventory playermodel
CI wasn't using that bat 🤦 delete orphans from workflow file
Fixed post-merge bug causing overall lightness to increase
Moved more core assets to asset party
https://asset.party/facepunch/sboxassets
Updated avatar menu map
diver ak
- separated mag in world model and lods (for mag drop during reloads)
- vm prefab update to use main camera for now
- entity update
- diver ak mag drop effect setup
- reload anim and events
- weapon animator controller
Better movement behaviour on the exhaust