243,197 Commits over 3,898 Days - 2.60cph!
Copied over chicken prefab from main. merge seemed to delete the AnimalBrain component
Manifest, protobuf, codegen, compile fixes
Use world space for the bone copy again, it seems okay now
Add some MainMenuSystem profiling
Fix new issue with client-side ragdolls
Delete test-server from CI since it's just testing legacy game loop
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Bit of cleanup
simd cell triangle vertices up front
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Pin heightfield memory to the PhysicsShape so GC can't free it whilst native is using it
Fixed chainsaw continuing to stay active and draining fuel if the player disconnects while the chainsaw is running
Much ragdoll init order refactoring, trying to sort out the brief trouble mainly when spawning while parented. Parent is now set before spawn, and a bunch of other stuff needed to change.
Delete baseplayer and prediction system to make a start on deleting game dlls
Fix team markers getting left on the map after disconnecting and reconnecting to another server if the player is not in a team on the subsequent server
merge from gingerbread_toggle
Set gingerbread grade skin id to 2 (a skin that doesn't exist)
Added an Always Unlock toggle that will bypass the skin field entirely, but still respects the Enable In Standalone option so we can disable/enable seasonal building grades
SkinDefault subsurface profile tweaks
merge from modelviewerfixes
Disable ginger bread skin for now - will be reenabled for Xmas
warning stickers deferred decals
added decals to some barrels
exported player update rock animation set, updated rock entity with iktarget on left hand and updated unarmed idle pose with zero rotation on the pelvis
Added ENT:OverrideMove and ENT:OverrideMoveFacing for ai ents
Prevent rendering if there are no passes created
Invoke hiresscreenshot per pass
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fix m4 shotgun playing wrong sounds with muzzle break attached
m4 shotgun dryfire sound
Rename BaseComponent to Component
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FrankensteinMask
Model and material setup
[pick] Delete Decal Renderer that's used on unused skin decal stuff
Delete faceposer and postprocessingeditor
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Delete materials that I broke by deleting all that shit
Remove assets that were moved into core
New sound api
Merge Audio and Sound, just one global static class called Sound
Prevent crashing when accessing out of bounds light styles
Try bumping MAX_LIGHTSTYLES to 128 (from 64)
Fix nav places being cutoff by 1 character
Add editor handles for joints
Fix cascade scale for maps that arent compiled with the new light attributes
Apply indirect transmissive lighting, previously would only be affectted by direct lighting
Migrate light api to new lightbinner system