243,183 Commits over 3,898 Days - 2.60cph!
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VR: Generate extra `GetXActionData` functions with `ulRestrictToDevice` = `k_ulInvalidInputValueHandle`
VR: Menu chord bindings / action
VR: Remove legacy layer, move VR stuff into Sandbox.VR namespace
VR: Hook up WorldScale
VR: Do a reset whenever GameMenuDll.ResetEnvironment is called, just resets world scale for now
VR: Shorten Sandbox.Engine.VR to Engine.VR, maybe we should rename this class entirely
VR: Move `VR` class into Sandbox.VR
VR: Remove `VR` class, move any relevant properties over to `Input.VR`
All of this was input-related anyway, this feels like a better place to
have it. Modifying the anchor is done through `Input.VR.Anchor` now.
The only exception to this is checking if we're running in VR; use
`Game.IsRunningInVR` instead.
This avoids us clashing with the `Sandbox.VR` namespace and causing a
bunch of problems. Shouldn't be too different anyway as most things
should be covered by our components.
VR: Components don't update if VR isn't running
Update these vmdls that are failing to compile, using some mega old schema text
Do not force nextbot/SNPC render group to opaque by default
Let the engine decide.
More Sandbox entity and tool clean ups
* Removed redundant calls to SetMoveType and SetSolid
Fixed certain sandbox tool entities not saving certain settings in duplications
Such as being frozen by the tool gun.
Consistency pass on Sandbox tools
Duplicator saves "Make Persistent" setting
Added ENT.WantsTranslucency and use it for sandbox entities
If set and ENT.RenderGroup is not, and the default calculated render group is opaque - switch render group to RENDERGROUP_BOTH
This works better than forcing RENDERGROUP_BOTH at all times - for example when you want to draw translucent/transparent effects when the entity's model is opaque and therefore the default render group is opaque and does not call ENT.DrawTranslucent
ci: test-managed depends on built content
ci: turn off orphan deletion on contentbuilder
Delete all compiled content under "/game/core/models/" from the repository
player update. exported spear set of anims and populated spear override controller with the new anims. Also setup holster positions for wooden and stone spears on their entity prefabs
Delete all compiled content under "/game/addons/citizen/" from the repository
Move Input to engine (we should be able to massively simplify this shit)
Citizen/animgraph: make head look more reactive and bouncier
Apply the same .gitignore wildcard fix that I had made to sbox-assets to prevent compiled files from being committed (*_c to *.*_c), with the explicit exclusion of !*.shader_c
Character scene updates + footstep sounds
Remove looptypeclientserver
Delete demos
Delete rcon
Remove clockdriftmgr
Delete gameeventsystem
Remove userinfochangeservice
New Outfit Piece - Raincoat
Raincoat asset added! Lods and skinning adjustments coming shortly.
Fix [Broadcast] requiring `using System;` statement in file
Display HLTV client connect messages differently
Do not wait for SteamID validation for HLTV clients that will never come
Fix tags for HLTV servers, add extra hltv:1 tag
Hide HLTV servers from the server list
They can't be displayed properly side by side right now
Make Transform / CTransformUnaligned non uniform
Use non uniform scaling when setting SceneObject transforms
Ensured new placed shelters are added to the limit
Fixed order of SceneProperties (fixes sboxgame/issues/issues/4169)
Fix trace exception
Fixed scene prefab guid getting lost
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Merge from io_budget_health
ProcessInterferenceQueue null checks
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Improved interaction (Thanks Layla)
Automatically convert .object to .prefab when loading scenes (for now)
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Change prefabfile extension from .object to .prefab
harbor_2 cargoship dock - clearing space for a longer dock alley
Move SceneFile into Engine
Fix startup errors (!)
Fix hitbox traces not returning the hitbox
Make Hitbox constructors internal
Delete ISource2Client and ISource2Server
Rotation: SmoothDamp is static, implicit conversion to/from Angles
Remove BinaryStreamExtension
Make all these Rotation members readonly while we're breaking api again
Make a bunch of other stuff readonly
Remove GameEvent
Unexpose Event system, remove from whitelist, don't instance Sandbox.Event (phasing it out)
Some easy deletes
Api protocol++
Use damping in joints test scene
Add damping to physics component