257,433 Commits over 4,018 Days - 2.67cph!
Fixed env_blood color setting, and add new ones
Also adjusted its FGD to unhide hidden settings and add the new blood colors
More logical defaults for func_button in the fgd
Fixed UTIL_BloodStream missing texture and blood color
Fixed a crash with multicore rendering and logging
Fixed up missing materials of some of the detail.vbsp models
moving no longer applies aimcone penalty to the first shot but rather the movement penalty is now blended in over several shots (full auto while moving)
Removed #ifdef'd sections, un #ifdef'd timing
TTT: networking optimizations and fixes (#2080)
* Optimize ragdoll search network traffic
* Fix disconnected player networking
Cherry pick
95091 + fixes after rebase
Made aiming a weapon function instead of being a bool on the player
Removed WeaponStatsResource, WeaponStats, useless complexity
Can't shoot gun if we have some tags
Added TagBinder for being able to bind tags nice easily, get rid of extra tag container on weapon
Added "Normal Blending" option (biased, lerp) to DeferredDecal shader
Set phrases for all npc vendors
Blue, red, yellow, black and purple recycler albedo variations + materials
Use new RPC filtering API
Added backend support to allow localisation to npc vending machines
▊▉▉▌▄▄▉ ▊▉█ ▆ ▉▅▇▉▉▇ ▊█▆ ▌▌█ ▆▉▆▋ ▉█▄▄▄▇▍▍█ █ ▍▉ ▉▍▋▉█ (▋▇ ▄▅ ▄█▆▊▄▍▌ ▌▅▇ ▇▌▇▄ ▆█▇▆▅ ▅▇▄▅ ▇▅▌ ▇▅▆▄█▅)
Merged main into RF_craftingcosts
exported viewmodel anim set and started setting up blunderbus in unity
Fixed workshop flashlight button hitbox, also made sure we ignore 'nightlight_debugcamera_enabled' when in workshop scene
Merge from teslacoil_igniter_damagepickup
Merge from item_drop_analytics_improvements
Merge from leantween_nre_fix
Merged main into nightlight_workshop
Fixed powered door controllers opening doors after a server restart + a few issues with wire clearing
Add overloads for filtering RPC recipients based on a predicate
Speed tree importer and shaders now use foliage shader data and UI
vm renderer script setup and activated
Added a small ramp to legacy shelter, so it's easier to access on bad terrain
VR: keep track of input deltas manually
Updated Small and Large Radioactive Vat Colliders and LODS
Test
Clean up - use TransformInterpolate class
Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
Fix to allow interp property to be set by GameObjectHeader
Serialize the interpolation bool with GameObject
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Some cleanup
Some extra docs + let's call it Query to match the other class
Use Time.Now
Restore backward compat LerpTo
Cull after, ensure move direct to last tx if query out of time but entries remaining
Fix formatting
Tiny tidyup
backup - materials wip for worker house and mapping wip
Imported Small And Large Radioactive Vat Props
Setup Radioactive Vats Prefabs, Materials, LODS and Colliders
RPC in log for consistency
▊▋▉▍▊▍ ▆▅▊▄▇▊▇▇ █▅ ▊█▌▇▋ ▆▉▅ ▆ █▍▆▄ █▊▍▅▇▍▉▇▇ ▊█▆▇█▌▉▄▅▋
BufferedHashSet<T>: For safely iterating over a hashset that can be modified without needing a copy
Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Sandbox.Game convars work in editor again
Codegen IUpdateSubscriber and others on Components that implement those methods
Scene update loop only iterates over enabled components that implement each of their methods; OnUpdate, OnFixedUpdate, OnPreRender