254,385 Commits over 3,990 Days - 2.66cph!
Update dev materials using correct shader
added red dot sights to MP5 SMG and Shotgun
also updated on asset party
Remove/Replace Sounds that aren't ours
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Fix remapping scene.ref nodes on cloned game objects
Merge main -> Bikes (before 2022 update)
subtract
96139 roulette_random - compile fix
merge from tutorial_menu_improvements
merge from minigun_fixes_may_24
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merge to main vms_missing_renderer_scripts
merge from fix_heavy_scientist_static_loadout
merge from roulette_random
Fixed DeferredExtension command buffer allocating 62b of garbage every frame
Leaderboard backup, run #
11226
First pass on new UI layout for conversations and mission acceptance
Recompute texture axis when copying face data
Edge connect allocates new face with data from source face
S2P compound and bandit town
Remove the inventory slots on the static workbench variants, prevents players accidentally transferring scrap from their inventory into hidden inventory slots when right clicking scrap
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Adjusted minimum font size on tutorial popup
FIxed state where tutorial button in menu would show as not usable when it should be usable
Edge connect https://files.facepunch.com/layla/1b2111b1/sbox-dev_47JzOMkyv3.mp4
Bridge edges will try to create a triangle face if the edges share a vertex
Adjustments to boost mechanic
Change method names so harmony mods stop disabling the feature serverside
Add `ping_estimation` convar to manually toggle ping estimation (default enabled)
Disable ping logging inside editor, switch to a convar `ping_estimate_logging`
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Add edge fill hole operation https://files.facepunch.com/layla/1b2111b1/sbox-dev_zcqRYk5ATA.mp4
Fix storage adapters blocking looting of boxes when looking directly at the adapters
- add support for GameTrace to ignore the type of an entity
- will still GameTrace the storage adapter if you are holding a WireTool/PipeTool
https://files.facepunch.com/jakerich/acrocQIGlVgn6mTE/01R7sjXhY7xH2U9S.png
Rework halfedge to be identical to the native version, this makes it easier to port all the other mesh operations
Allow edges and vertices to be deleted
TTT: replace deprecated GetConVarNumber/String usage (#2076)
Leaderboard backup, run #
11202
Change the actual code that uses `isHoldingShift`
Pass `isHoldingShift` to Construction.Placement
Fix disabling external wall snapping (by holding shift) not working outside of the editor
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
Exaggerate rotateDifference float more
Use ExposeWhenCachedAttribute instead of ITypeLoader.CanCache( Type )
Fixed wire loading issue: We now save the initial positions and rotations of IO connections to make sure entities parented to moving objects spawn their lines at the right place
(e.g. you load a DoorController on an opened door, lines need to be spawned at the position where the component was initially wired)
This also allows door controller to be wired when doors are opened
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Link.IsNestedInput
ActionGraph delegates can override input values
Define types that must be exposed during cached graph serialization
Define types that must be exposed during cached graph serialization