242,369 Commits over 3,867 Days - 2.61cph!
Fixed npc_security_camera not duplicating
merge from binoculars_nre_fix
CollisionActionComponent, TriggerActionComponent implement IActionComponent
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Fixed queued renderer leaking render target refcounts
Restore the debug print regarding CSoundPatch crash
Gravity gun inflictor is the gravity gun, not the player
Prevent mega grav gun makin all NPC weapons dissolve, even when not killed by it
Update patrol heli map tooltip name + other slight changes for consistency
Fix asset references trying to resolve before those references were added to the assetsystem, which would cause failed uploads
No amount of reverting was fixing this, so I think this has existed for
a long time...
Fixes
sbox-issues/issues/4914
sbox-issues/issues/5013
Added global.debuglanguage convar to debug localization
slicked_back_balding lods
Leotard Model + Hair Adjustments
player update. snowball and birthday cake entites edited so the player holds them correctly
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normalise condition fill amount
Changed vendor listings to display 'selling' rather than available
Gave text more room before wrapping to support translations
player update. added deploy for candy cane and quick attack to 3p melee anim set
player update. edited entities for candy cane, concrete pickaxe/hatchet, lumber jack axe/pick axe, pipewrench, sickle and diver hatchet so they hold and holster correctly. Also made holdtype override controllers for pipewrench and candy cane sto play their unique deploy anims.
All client entity binoculars now share the same reference to the rangefinder
This prevents NRE from firing
Added an additional null check just in case
Fixed game dll not being able to access clothing icons
Process deletes in a couple more opportune places
When a bone merged model is added, merge it immediately to avoid 1 frame bind poses when components are added after animations are calculated
Update avatar scene
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
Add unrecognised reference paths to asset inspector
Remove legacy path from CMapAssetType::CalculateDependencies
Move light culling renderer to scenesystem and remove GetPtrValue hacks from it, we'll call it from lightbinner to pass results from light culling, layers still exist on renderingpipeline for ordering
Updated Mushroom World Model to have decreased size
Imported Mushroom World Model Colliders
Switch Mushroom World Model Colliders from Box to Mesh
backup
moved moonpool crane to props folder
Dynamically show tool world models based on TC content
WIP logic for loading scientists back in.
New related states, AI design updates.
ActionGraph.ValidationIndex
Initial proof of concept for scoping gamepad inputs
- Push input scope if a GameObject has an InputScope component, which pushes the active input context
- Don't use Controller.First anywhere other than UI
- Poll every gamepad input and store an InputContext per controller, instead of just the first one
Todo:
- Fallback to first controller if we don't define any input scopes at all
- Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
player update. spear and pitchfork holster position edits
Tweak painting to pixmaps to avoid invalid pen crash
Delete block tool scene object if creation gets cancelled
Support heightfield in CPhysicsShape::GetTriangulation
player update. edited 2h melee attack and deploy anims to match the viewmodel anims better
Unmangle SDL
Steam Audio: check for AVX512 before using it
CollisionActionComponent, TriggerActionComponent
These will all get deprecated with #1458 anyway
player update. snowball gun entity edited to use r prop also gun held position and holster positions edited. grenade launcher holster position edited and combat knife held postion slighlty changed
merge from nightlight_water_fix
merge from tutorial_bag_improvements
merge from tutorial_island/keys_fix
merge from burst_indicator_fix
Make AssetSystem.IsCloudInstalled a bit safe
EventSystem gets inner exception from TargetException
WorldPanel mark panel as null when disabling
Wrap ControlSheet in try get to prevent catastrophe
oilrig sat tube models and prefabs, triggers
tweaked oilrig raw metalness texture to limit white halo around rust
level hierarchy cleanup