243,199 Commits over 3,898 Days - 2.60cph!
Don't stomp specified engine:version
Update to use MethodIdentity and new CodeGen callback format
Add TypeDescription.GetMethodByIdent, fix array param types not matching from codegen + methoddescription hash
More panel related clean ups
Removed DHScrollBar:Value() and DVScrollBar:Value()
Doing the unthinkable. Both functions just returned nil, so probably no addon uses it.
Cleanups + Fix DListBox selection
Joint scene name + description
Joints grab body from keyframe collider if all else fails
Joints test scene https://files.facepunch.com/layla/1b0511b1/sbox.2023.12.05.13.20.39.mp4
player update, exported 2handed melee anim set and populated sword override controller with the new anims, also set holster position and mace holding position on the mace entity
Fix sound scene description
Remove r_depth_prepass option, we should always be doing it as part of forward+
Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do.
Grabber uses new SmoothMove
Cleanup
Rotation.SmoothDamp is static
Add SmoothMove.SmoothMove which takes a transform, does rotation too
Cleanup failed experiment
m4 fixes - set vm anims to use spas12 avatar, updated dryfire anim, setup dryfire sounds
Second attempt. Fixed NRE on server load due to horse ragdoll having no head bone
Fixed NRE on server load due to horse ragdoll having no head bone
MethodDescription.Identity built from return type, name, params but not fully qualified rn as hard to correlate with results from ITypeSymbol in codegen
Add support for codegen to pass methodidentity in struct, and split typename from methodname and add IsStatic as well to help differentiate properly
Add PhysicsBody.GetLerpedTransform
Add PhysicsBody.SmoothMove
sceneanimatableobject sets physics bone positions on non animated models too
Fix skinned mesh bounds being fucked (although this needs another look later on)
ModelPhysics creates ragdolls propertly
m4 3p - updated chamber anim to be more visible
m4 - fixed lootspawn asset naming mismatch
Merge ServerSideRagdolls -> main
Fixed empty sourceBonePos array on load from save
merge from legacy_shelter
merge from legacy_shelter
merge from sign_paint_improvements
merge from fix_oil_rig_radiation_reset
M4 spawn tables
M4 very rare spawn - despawn slower
Fix lights & alarm not turning off when the crate respawns
Leaderboard backup, run #7900
Merge ServerSideRagdolls -> main
Fixed momentary invisible player when corpse spawns while player was parented
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Muzzle FX & ejection location improvements.
Merge ServerSideRagdolls -> main
Fixed interpolation issues, new system now working correctly
Revamp ragdoll bone position and initial lerp, fix limb trouble between client and server. Broken right now, but committing this mostly-complete WIP
New Outfit Piece - Fisherman Jumpsuit
LODs and Skinning adjustments coming asap!
Don't copy bone positions on client when ragdoll sim is on server, since the server doesn't know about any of the non-rigidbody bone positions, so it just confuses things (and most noticeably messes up the neck if the player was looking down)
Rotate the object around the pan offset
Reset camera button resets pan and zoom too now