242,369 Commits over 3,867 Days - 2.61cph!
Added error message if IsSeatClipping gets a list that already has items
Fix wrong tooltip on tutorial tag in server browser
Fix incorrect alignment on tutorial tag in tag list on loading screen
▄▆▊▍▄▍▅ ▉▆▆▉▋▅▆▌ ▇▄ ▇▇▊▆█▋▍ ▋▊▄▅█▌▌▄ █▉▉ ▉▌▌ ▄▄▆▍▄ ▆▋▉▍▆ ▋▆██ ▉▄▍▊ █▊▅▇ ▌▄ ▄▇██▇ ▊▊ ▇█▆▇▆█▇▇ ▉▅ ▆▊▋▇▆ ▇▇▉█▉▍▅▅▊ ▊▆ ▅▌▋ ▌▇▆▇ ▉█ ▋▆▄ ▇▉▊▆▍█ ▍▋▅▋. ▌▍▅▍ ▌▄▋▅▆▊▋▍ ▆█▊▋▌▄▇ ▅▌█.
More gaseous muzzle fx.
Better calibrated tones on muzzle flash side/front textures.
Pass the player ducked state to the WearableFadeToggles
Fixed female wearable chicken version having a slightly different randomisation setup, leading to a mismatch with the world model
Added video header to Adobe building skin page. Updated existing image media assets.
Some bike physics and visuals work
Drag & drop components to change their order
Resolves sbox-issues/issues/4254
EditLogs for when a component is moved
Updated MoveSelected to remember last chosen target object
Parent the containers to the ship
Fixed container doors getting deleted when they enter the cargo ship bounds
MoveSelected editor script - quicker method for moving bulk game objects into another object
Implement new crane into harbor_1 monument, S2P and enable cargo ship in CargoDocking scene for demo purposes
Added the test scenes for the harbor refresh to the scenes drop down
Harbor cranes now pick up container spawn points dynamically
Add a temporary set of container destinations to the cargo ship (to both layout variants)
Add an OnArrivedAtHarbor method to cargo ship that finds nearby cranes and tells them to start moving
Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping
Joint gizmo just draws a line from self to target game object
Fix prismatic disabling limit when it shouldn't
Create slider with 2 pivots and an axis, this makes the most sense
Base joint passes two physics points for joint creation
Do a pass on all joints to make sure their local frames make sense
Add RigidBody.MotionEnabled
Fix game setup's Launch Mode always falling back to default LaunchMode.Normal
Resolves sbox-issues/issues/4923
ICollisionListener & ITriggerListener have default interface methods + docs
Resolves sbox-issues/issues/4852
Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too
Source Updates - Hide Poncho Material and Texture change
Removed power consumption from splitters, root combiners and electrical branches
thumb_up
146
thumb_down
0
Fix async warning in PreviewMesh
Fixed electrical lights requiring 1 power when off
thumb_up
102
thumb_down
0
GameController -> CGameController, some code refactor, Controller is a handle
player update. tamborine holdtype updated with latest idle pose
player update. tamborine entity edited so the it is held correctly and its holdtype updated with latest idle pose
Update sceneviewer_weapons.scene
Update charactercontroller.scene
packaged food - cans branding texture update
Merge branch 'main' of sbox-assets
player update. cowbell entity edited so the it is held correctly and its holdtype updated with latest idle pose
player update. pan flute entity edited so the it is held correctly and its holdtype updated with latest idle pose. xylophone deployed prefab updated so the drum sticks are held correctly
Make joint more robust in finding physics bodies, improve the gizmos a bit
Better anchor points for spring joint
Add Vector3.CatmullRomSpline, Vector3.TcbSpline
Add SceneLineObject
Add LineRenderer component
Add line prefab
Fix NRE
Adjusted cargo path
Notifier component placed harbor
Reran Scene2Prefab
player update. megaphone entity edited so the it is held correctly and its holdtype updated with latest idle pose
Fbx serializer is too spammy
Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes
Don't create model for preview mesh if there's no valid meshes
▉▄▆▇▋▉ ▄▍▊▊█▊▅_▌▇▆▅█▄ ▆▆ █▅▆▇▋▇▆▄ ▊▅▆█▇ ▌▊▊▅▇▉▊█▇
Fixed memory cell draining battery on both sides instead of from the active output
thumb_up
120
thumb_down
0
Initial approach logic:
Cargo now calculates tangents of each patrolfar node and compares the angle and distance to find the best scoring point
Debug outputs for this