243,165 Commits over 3,898 Days - 2.60cph!
Ragdoll preprocess to match new pose
Adjusted initial arm rotation for server-side ragdolls. Makes them less prone to t-pose
▋▍▍▍▍ ▄██▊▍▇▌▉▅▉▊▍▇▆▄▌▄▄█▉█▄▆ -> █▉▅▉. █▋▍█▉▍▉▅▌ ▌▉▇▆ █▄▊▇▌█▋▋ ▍▊▊▌█▇█▍▅▍ ▄▌▌▇▌▆▄ ▅▄▋▄▅▄█▋ ▅▄█▇ ▍ ▊▄▇ ▋▉ ▅▆▊▄▉▅ ▆▋▌▉██▅▅█▆▋
Added profiling for PlayerCorpse SleepCheck
First pass on alt look support, added a new alt look at option to the single bone aim constraint with an alt look weight so we can blend nicely between alt looking and regular looking
▅▄▌▇▉▇▄▍▆▌▅ ▉▉ ▊█▌▊█ ▅▌█▇▉▇▆▉█▇▊ ▅▍▋'▆ ▊▍▇▄▌ (▄█ ▉▄▌ ▍▊▌▄▊▄█▅▇ ▉▇▄▌▉█▄▄▍▊ ▇▅▌▇▆ ▌▋), ▄▋▋▇▊ ▆██▉▊█ ▉▌▇▆▍▊▅ ▍▊▄▌ ▊▌▄▉▌▊▋ ▅▆▊ ▅▌▍▋▇▄▍▄, ▉█▍ ▋▊█▄ ▇▅▅▆ ▆▇▆▊▆▄▍ ▇▅▇ ▋▊██▌ ▇▍. ██▊▉ ▆▌▄ ▊▍▍▆▉█▉▉ ▊▌▄▆▍▆▋ ▊▇▋▋▋ ▌▋█▇▌▄▅▍▊ █▊▄█▅▄▇▅▋▋▊▌▅ ▄▊ ▇▉█▋▊▌▆ ▌█▅▆ ▍ █▊██▇ ▊▍ ▅▅▄▋▋▅▇▉ ▊▍▅▌▊ ▊▌ ▍ ▆▊▇, ▆▋▅▌▉▇▍ ▄▍▉▆▆▇ ▆▆▌█▇▋▋▉▆▇▉.
▌▆ ▆▉▆▉▊▅ ▌▍▇▅, ▄'▆ ██▋ ▄█▄█▋ ▌▊█ ▌█▊▉▌▌▍█▉ ▄▆▅▇▌ ▇▌▅▇▇▌ ▄▌▅▍ ▇ ▄█▋▇▅▅█▉▅█ ▅▄▉ ▄▅█▋█▆▅▆ ▇▆▅▅▆▇-█▌▇▄ ▆▋▆▌▇▅▅█ ▍▌ ▊▆▇ ▆▋▊▇▆█-▆▇▌▋ ▄▊▅▊▅▍▋▄. ▋▌█▌▇▆-▅▋▆▊ ▄▇▇▊▅▌▌▇ ▊▍▆█▄▊ ▇▍▆▅▅█▍▉ ▅▋▍▇▍▇█▇▅. █▅▊▇ ▉█ █ █▇▋▋▆▋-▌▇▋▋ ▉▇▄▍▉▋▊ █▅▉▊▋▍▉ ▍▇ ▋▋▆█▆ ▌▉▋▋▌▋▆▆█ ▍▊▊▅▌▄ ▆▆ ▌▇▍▌▇▌▋▋█ ▆▌▍▍▄ ▄▆▉▊▌, ▆ ▆▊▄ █▆ ▋▊▄▅▋▊▌▄ ▉▌ ▌▉▇▉▊▍ ▄██▇▇.
Update Facepunch.BoneJobs, better runtime editing of values
Refactors, better runtime editing
Fixed memory leak
Make steam item asset
Can now create SteamInventoryItem via right click create menu in "Create/Rust/Skins"
Moved ItemSkin into the above folder (for reference, create an ItemSkin when creating a skin for something, create a SteamInventoryItem for a generic inventory item)
Only do ragdoll kinematic sleep if parented or in water
Fixed animator states not being reset to default when disabling the animator, leading to drifitng bones after multiple uses (unity pls)
Hook up animators
Swap LodGroups for RendererLOD
Disable shadows on Lod2 and Lod3
Enable GPU instancing on new materials
Add Decay components
Adjust prevent building volume
Merge main -> RagdollImprovedInactive
Fixed christmas stockings not getting killed when the wall they are attached to is destroyed
Fix cooldown not running for correct time
Depth bias the position/scale gizmos
Set the transform after creating a sceneobject - because non uniform scale doesn't get applied via the create method yet
Add EditorTool
Add Gizmo.IsCtrlPressed etc
Add Gizmo.Snap( vector )
Add Gizmo.Settings.SnapToGrid
SceneToolbar has grid snapping
PositionEditorTool supports grid snapping and shift drag to duplicate
Fix panel transition timing
Add Vector3.Inverse
Transform.NormalToLocal, PointToLocal, NormalToWorld use non uniform scale properly
Hitbox converts ray to local properly when picking bbox and models
Use new CitizenAnimationHelper
Setting GameObject.Parent = null is the same as GameObject.Parent = GameObject.Scene (fixes sbox-issues/issues/4225)
Add alias to CitizenAnimationHelper for backwards compatibility
Rename the rest of the colliders, make gizmo drawing consistent
Add CitizenAnimationHelper component to base addon
ColliderSphereComponent is SphereCollider , has Center, Sphere gizmo keeps uniform scale which represents the actual collider
Add Scene.SharedTick
Order ComponentSheet by file and line
Fix componentsheet spacing inconsistencies
Add BBox.Extents
ColliderBoxComponent becomes BoxCollider, has Center property
Rigidbody Colliders get rebuilt when scale changes too
Leaderboard backup, run #8188
▊▉█▊ ▊▅▆'▍ ▉▋▍▇█▅▄▄ █▌▉▇▉ ▍▌▋▅▇▉ ▋▉█▌ ▍█▅▆ █▌▌▇▍
Strip out monitors, viewmodel and 3d skybox rendering paths from renderpipeline, needs to be cleared from the rest of the codebase (cherry pick from renderingpipeline_cleanup ) but if we don't do it now we never will
RenderingPipelineVr becomes RenderingPipelineStandard
Remove remaining non-VR "VR" references from rendering pipeline, remote retinaburn and env interaction system that have been never used for us, some more of VR stuff could be taken out now that we do it mostly all in managed
Don't shrug off scratch render target system errors after a while
Debug draw physics world in GameTick. Add physics debug world to scene view camera
Tick NetworkSystemManager from GameMenu, so Time.Now is scoped and we can process everything before the first render
Network heartbeats keep scene time in sync
Throw a more useful exception when RPC call fails
ObjectUpdateMsg sends server time
Add BytePack support for bool (!)
Scene.EditorTick only changes scene time if it's an editor scene
Leaderboard backup, run #8164
█▊██ ▅█▋▍▆▄▉▉ ▉▍▄▌▆▊▆█ ▅█▅▆▅
Clothing Dresser Widget
https://files.facepunch.com/louie/1b1611b1/sbox-dev_TJv9RezkIh.png
Added Searching
Better Filtering
Show Enabled Clothing
Reset Clothing
Cleaned Up Clothing List
Fix odd text alignment in ResourceControlWidget
Suspend updates when rebuilding ComponentSheet
Flicker was gettin' to me
Input.MouseWheel is a Vector2 now
▇▍▆ ▅█▅▄.▍▉▌▅▌█▌▌ ▄▋▌ ▅▅▇▄▅▅▉▅▋ "▌▅▉▍▋▍▋/▊▋▊▍/" ▉▌██▅
Fix row spacing for ListView using ItemAlign.SpaceBetween when item count is 1
▆▇▌ ▋▉█▅.▍▆▅▊▆▄▌█ ▌▌▊ ▄▇▅▉▋█▇▌▄ "▊▊▍▆▆▅▊/▍▊▍▊/" ▆▋▌▌▍
▋▄▅ ▉▄▉▋.█▅▋▍▉▇▆▋ ▆█▄ ▄▍▄▆▊▄▆▅▆ "▍▇▅▌▍▋▊/▉▉▅▍/" ▄▅▅▊█
Fix qt smooth scroll desynced when dragging the scrollbar then wheeling
Fixes sbox-scenestaging/issues/70
fixed some 90concave_R conditionals in the triangle roof prefab being assigned to container skin
Disabled components can be dragged into reference slots