243,187 Commits over 3,898 Days - 2.60cph!
Delete g_pSource2Server
Move view_shared to engine2
merge from io_budget_health
merge from skinning_knife_fix
merge from RagdollEyeClipFix
Remove gameinfo.gi, define these keyvalues in C++
Leaderboard backup, run #8044
Run turret interference updates in a new hashset based queue that sorts interference updates from highest net id to lowest to ensure that interference is applied deterministically (newer turrets will always suffer from interference before older turrets) and hopefully doesn't overload the queue in the process
Fix leaking entity list in UpdateNearbyTurrets
Increased the force from 1 to 1.5 - I'm sure it was intentionally tuned to be very low, but 1.0 was, most of the time, imparting no visible force at all.
The slight push that happens when shooting a corpse now also works for servers-side ragdolls
Added an indicator to the item icon if a weapon has a burst attachment and that attachment is enabled (similar to flashlight attachment)
Use PositionTickFixedTime for TimeExplosive position sync
Merge main -> GrenadeThrowFix
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Added a timeout to the fishing bobber in case it gets orphaned from the fishing rod for whatever reason
Make the item description scrollable if it's too long for the text box
Searching for items in the conveyor filter and F1 debug tools now uses the same culture handling that the vending admin panel and crafting menu uses
eg. searching carva will return Carvão (charcoal) when playing in Brazilian Portugese
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Added a tooltip to the hostile countdown in the inventory to explain what that it is
Switched hostile countdown text to RustText for better visual quality
Fixed ragdoll eye postion
Fixed cell hover color not being set, and fixed cursor type
Adjust alignment of keyboard code cell for consistency
Add inline support for gamepad code
Add tooltip to gamepad cell
Updated modelviewer model
Model Viewer: expand the character controller scene so I can better gauge movement
Add inline keyboard code editing to InputActionPanel
https://files.facepunch.com/tony/1b1011b1/sbox_1Wb5szvOnF.mp4
Added some features to input actions editor, sorted categories (collapsible, persistent)
Add GameNetworkManager, handle player creation there
Add PlayerLoadout component, responsible for spawning weapons on a player
Create PrefabUtility, while I figure out the best way to approach this
Remove [ClientRpc] [ClientInput]
Test fix
Put SceneEditor in a namespace
Delete source2gameentities
Delete source2serverconfig
Delete source2clientconfig
Make HmdMatrix44_t internal
Put triangle in a Sandbox namespace
Everything in the editor addon is in a namespace
Renderering => rendering
Re-initialize Json on hotload/reset
Leaderboard backup, run #8020
Fixed skinning knife not producing player heads (missing HeadDispenser component on player_corpse_new)
Add accessor to get player's weapon from player controller
For now, move the viewmodel to be right on the camera
Add Weapon.HoldType, GetHoldType
Expose hold type to player controller
Add Duck, don't rotate body to velocity, always use eye angles
Add property for hiding the body
Disable the camera if we are proxy
Add CitizenAnimationHelper, hook up PlayerController stuff (from testbed), add custom message to ComponentNotFoundException
Cancel out pitch when building velocity, clamp EyeAngles pitch