243,183 Commits over 3,898 Days - 2.60cph!
made ammo types reflect game.GetAmmoTypes (#2035)
Fix inspector not handling multiple components of the same type properly (fixes sbox-issues/issues/4175)
Scene: add multi-select duplicate support
Fix hitbox tracing weirdness (fixes sbox-scenestaging/issues/104)
Fix misc warnings
Re-organize gameframe
Fix prefab enable status not de-serializing in scene (fixes sbox-scenestaging/issues/67)
Remove unused loadingscreen toggle
Fix all warnings in Sandbox.Game
Fix warning in Sandbox.Access
Fix warnings in Sandbox.Menu
Fix warnings in Sandbox.Tools
Make MusicPlayer work again
more rail lift tileset stuff
Citizen/animgraph: address a couple of edge cases with that last commit & shove the nodes in a group
Delete mostly everything networking related from engine2, should make it possible to delete networksystem
Fix every warning in Sandbox.Engine
Citizen/animgraph: fix potential animation snaps caused by the reset signal used to reset the movement cycle phase sometimes overlapping the frame you start moving (especially while holding SHIFT). Rather than send a reset signal if you were idle for at least 300ms *and* you start moving, simply send a reset signal if you've been idle for 300ms at all
https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
Citizen/animgraph: also nest the long transition from post-jump airborne back to normal state
https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
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Leaderboard backup, run #8092
More work, still nothing working
Attempt 2 at implementing the animation rigging package
Adjusted description to reflect a limit on shelters.
Limit now responds to shelters being destroyed
Ensured toast is always displayed
Streamlined and cleaned up conditional placement checks
Fix backpacks not hiding the tank part of hazmat suits
Ensured limit supports empty shelter list from the beginning,
Fix wrapped items being deleted when opened inside backpack
Fix item right clicking into backpack after closing the backpack inventory
Backpacks will despawn based on the most valuable item inside them
Merge from main -> backpacks
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Merge from tutorial_island
Fixed crafting mission step not working if a player crafts an item with a redirect skin (eg. concrete pickaxe)
All access supplies mission stages are now mandatory
ak47 - locomotion anims with reduced spine movement, applied to override controller
Fixed craft button highlight not updating after crafting an item
Shut the couldn't find driver version warning up
Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
Fixed opening full screen help info causing a soft lock in mission 2
Full screen help can now be closed with escape or by clicking the background
object > prefab
correct footstep sound
Add some lights to the map
Citizen/animgraph: use a nested State Machine (single transition, conditionless) to always fade in the post-jump airborne state over a longer period of time than the downstream SM allows (see commit comment)
If we go straight from grounded to airborne (without a jump) then we still want to fade the airborne state quite slow... but we also want a fast snap-free state transition back to grounded if we land almost immediately. Snaps happen if a transition out of a state engages while you're still transitioning into this state.
The 'protection' against snaps is done by using 'Time in State' conditions that are slightly longer than the previous transition's blend time. But if we keep that time too high, having very fast transitions (e.g. land-grounded-airborne-grounded-airborne) can look really off. You'd be in the airborne state for a noticeable period of time even though you're running. Therefore a very short 'protection time' below 200ms is required.
But with such a short time, going straight from grounded to airborne is too snappy.
Therefore, inside the state, we use a new SM, with a single conditionless transition, to always fade in from the upstream state gracefully, over a longer period of time. Because it's effectively a nested SM, it doesn't matter that the downstream state transitions are 100ms long. And because the jump-to-airborne transition is quite long, not only does it barely matter that this fade-in always happens, I also think it makes it look a bit better...
The SM always needs to receive a reset from downstream to restart the fade-in from the start, so I have to use yet another 'makeshift reset blocker' to prevent the upstream movement states from getting reset. (Otherwise you'd see a snap as soon as b_grounded went false)
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VR: More docs for `VROverlay` and `VROverlayPanel`
VR: VrInput -> VRInput, extra docs for VRController
VR: Docs, rename Input VrHand to VRController
VR: Normalize prefix casing to `VR` instead of mixing `Vr` and `VR`
VR: VRHand component doesn't fetch skinned model renderer automatically, match behaviour of all other components instead
Get rid of angle pitch jitter in scene view
Make `Matrix` numerics value internal, similar to the one on `Vector3`
Initial commit - import materials, models, map, sounds and ui textures
VR: Move `VROverlayPanel`, `VROverlay`, `VROverlayInput` into `Sandbox.VR` namespace