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More transform options
https://files.facepunch.com/louie/1b2111b1/sbox_vmL4f8Ckt6.png
Leaderboard backup, run #8281
VR: Delete VRSkeleton, unused
VR: Rename VRControllerType -> TrackedControllerType
VR: Experimental fast function for storing reprojected HMD matrix
VR: Separate out stereo render/submit/blit, don't submit editor SceneCameras
(We still render and blit companion while in the editor, we just don't
submit a texture to the compositor while not in play mode)
https://files.facepunch.com/alexguthrie/1b2011b1/rsIQEZV0nc.mp4
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
Citizen/animgraph: further improve skid. Blending in/out should be more graceful now, respecting the movement 2D blendspace's own timings. Revamped the "noise" layer additive animation: it now scales with speed, and it inherently lowers the pelvis by a few units to avoid IK pops. Fixed duck transition potentially spazzing out if you duck while skidding, or blending in/out of skidding. Disabled crouch skidding (for now?)
https://files.facepunch.com/maxlebled/1b2011b1/2023-12-20%2019-33-21.mp4
Fix ironsights, make aimray start a bit out from the player for now
Fix SceneTrace.WithAnyTags using WithAllTags
Fix NRE
Add basic ammo container / dry firing
Fixed issue with re-using previously created listings
Add PlayerController.AddJump action, hook up b_grounded parameter
Temporary ADS solution
Fixed broken references
Cleaned up SingleVendor filling methods
Call interface through singleton now (terrible idea)
Moved prefabs to new folder
Hook in animation parameters where possible
more twitchdrops scene setup
Add Vector3.WithAcceleration, Vector3.WithFriction
Block out damage
Documentation, add tags to DamageInfo, hook into weapon shooting
Quick and nasty health component
Don't create a health component when checking any GameObject's health
Adjusted layout
Vendor lists are now pooled
Vendor listing objects are now pooled
Vendor GUI can now be filled with vendor listings taken from markers
Recompile smg1_shoot sound
Mess with networking, make a lobby immediately if not connected
Add GameNetworkManager.IsMultiplayer
Rename CitizenAnimationHelper so we don't clash with base
Add CameraController.AimRay
Update API
Use GameObjects for muzzle flash / trail, add some shooting functionality, EffectsRenderer that points to a ViewModel if we have one
Citizen/animgraph: use the skid 1D Blendspace to extend the 2D Blendspace past its boundaries gracefully & infinitely rather than outright replacing it (because move_direction cannot be dampened, especially in conjuction with move_groundspeed as part of another downstream 1D Blend) + use different weightlist to do the model-space rotation blending
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)
Don't apply root motion to bone transforms when animating (fixes sbox-issues/issues/4253)
Fix R for scale editortool not working (fixes sbox-issues/issues/4269)
Assign CurrentHoldType from character's enabled weapon object
Block out weapon abilities
Hitboxes update when gameobject tags change
Protocol++
Sphere cleanup
Plane cleanup, Frustum cleanup
Rename Editor.CheckBox to Editor.Checkbox
Remove Mesh.SetBounds
Make Line.a + b private
Mark a bunch of Vector3 parameters in
Remove Label.SetText
Lets obsolete one of the BBox constructors, because if we just delete it all the code using it will just implicitly use the other one - so it'll all be wrong
If we're hiding the player's body, continue to render its shadows
Remove ununsed code, fix lighting on main scene
Update .gitignore
Remove obvious unused interfaces
SkinnedModelRenderer plays sound events
w_waterbucket - fixed scaling issues on model & connecting prefabs (so 3p anims can be created with logical scaling/positioning)
Add Sphere trace that doesn't return distance
In example tool, batch all the traces
Only do BuildGizmoDetails if components changed
ModelRenderer, SkinnedModelRenderer selection doesn't use hitboxes
Special scene selection for Model based components, because it's stupid to not do it this way
Add Widget.AlignToParent
Add EditorTool.AddOverlay
VR: stop NoOpPostprocess layer trying to clear again in stereo mode
Added EditorTool.AllowGameObjectSelection
Expose Widget.WindowFlags
Add WidgetWindow
Add SceneOverlayWidget system
Add WIP example EditorTool
Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code
Check if managed is ready before calling physics callbacks
Fixed aoproxy crash when changing model
Updated CitizenAnimHelper
SpecialMoveState
Sitting
SittingOffsetHeight
SittingPose
Add Scene.Trace.IncludeRenderMeshes
Add Gizmo.IsLeftMouseDown
Update ExampleEditorTool
Another engine2 cleaning pass
Missed a few more
Raincoat LODs
Add the same bounds checks as before to IzHeightFieldShape::CastRay
VR: Fix out-of-editor rendering
Move orbit camera to SceneEditorExtensions
Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that)
Updater for "snaprotationangle" int -> float, so it stops fucking spamming
Rewrite font manager to not use filename, instead uses font family name like normal css
All ttf and otf font files are loaded from /fonts/ folder and mapped to
their font family name, weight, style.
This is likely to be a breaking change if you had weird named fonts.
Stop scene first person camera shaking from continuous quaternion <-> angle conversions
Fix stray margin when expanding/collapsing components
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
Merge branch 'master' into updaters-test
stash
public/engine2 cleaning pass
Delete CSteam3Client, (old api?) steam interfaces can be got elsewhere
player update. exported bow 3/4 stance anim set
Leaderboard backup, run #8260
Reduced the amount of buoyancy systems needed on ss ragdolls from 11 to 9
Pixels but it works with scene system
Split fill TC and upgrade to wood into two different missions for easier help info logic
Don't allow player to rotate or demolish blocks on tutorial
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
Experiment.
Removed the need for a separate buoyancy system for every rigidbody on an entity. Updated player_corpse_new to only use one. Should be much more efficient. This technically makes the cached rootToPoint a little inaccurate since different limbs are moving around doing their own thing, but it's close enough given the benefits.
Unfortunately it just doesn't look very good. You miss out on the different limbs reacting to different wave heights and get a stiff body result.
Added a tutorial stage to upgrade the base to wood, includes crafting a hammer
Merge main -> NewRagdollImprovements
Fixed too many buoyancy points assigned on player_corpse_new buoyancy script. This could do with a more thorough improvement but this will do for now as a safe fix for Main post-lockdown.
Fix stray margin when expanding/collapsing components