243,430 Commits over 3,898 Days - 2.60cph!
high calibre revolver LODs
basic world model prefab setup
Added an example temporary disabling of the left hand Ik driven by a curve on the 3p rifle reload animation
Disablling spine IK on a held entity will now enable the AimOffset layer
Json seems to give a fuck that these are private setters
Merge from main (stomp craggy and manifest)
Make arrow renderers children of the bow_root_bone so that it gets turned on/off appropriately during the bow firing animation
Update manifest
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource)
Don't cast shadows from terrain, it looks dog shit
Revert
90141, fix client-side ragdoll neck issues
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Fixed MoveItem error when putting m4 shotgun into auto turret (missing muzzle point)
Confetti cannon takes 3 damage per blast, has 100hp
Poolable
Set up primitive colliders, deploy volumes, bounds, etc
Turn on add_breathe IK pass again
Merge main -> ServerSideRagdolls
cherry picking new shader from diogo's branch
Make sure dropped items that are actually stuck in something never reawaken (fixes stuck arrows falling off)
Ensured player is authed on the included priv.
Small changes to prefab.
Removed adjustable priv.
Set priv location to centre of shelter.
Adjusted priv range.
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
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Sunflower meshes / textures / prefabs / LODs/ billboards
Supersample the brush texture when painting so the rotation shouldn't add pixel gaps to them
Add spray brushes with random rotation
Fix paint object turning black when the light is off and it's night time
https://files.facepunch.com/Rohan/2023/November/27_14-50-UnrealisticConch.png
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Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
.gitignore: don't ignore shader_c
Add sprite.shader_c
3p lr300 - removed root bone animation data from mask to fix rotating weapon issue
updated 3p revolver override controller
Fix tags not working in the modded tab when using cached browser (move CheckTags from `OnServerResponded()` to `AddServer()`)
player animator update - set add_breathe layer to use foot ik flag
Rename VRNative CheckError function to Assert
Move assert function for VR overlay errors into VRNative
Remove unused VRNative functions
Support for all types of VR textures (pose, depth+pose, depth, and neither)
cherrypicking io_budget_health
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Various fixes and improvements:
- foundation & foundation.triangle floor creation gibs spawned the gibs of all conditional floors instead of just the chosen one
- wall.low & wall.half were having issues with the randomization of their variants
- upgrading a roof to frontier kicked the player out of the game (NRE)
- foundation walls now correctly randomize their variants (each side can have a different variant)
Hack to support system types in TypeLoader
Update Facepunch.ActionGraphs
Move ActionGraph related attributes to Sandbox.System
Move NodeLibrary outside of TypeLibrary
Get rid of some logging
Remove all these test particles from triggers scane
Add option to force override child tables in table.Merge (#1951)
updated rigged world bow model
Custom particles (#80)
Static method calls are now distinct from instance method calls
Added ToString nodes
TODO: when Object is in TypeLibrary, this will be obsolete
Merge remote-tracking branch 'origin/main' into action-editor
Add `_isStatic` property for method call nodes
merged from birthday_time :tada:
merge from fix_heli_crate_sfx
merge from qol_ent_setgrade