244,489 Commits over 3,898 Days - 2.61cph!
Manifest, id fixes
Added new GestureDoor component, plays a gesture on the player who opens the door, applied on frontier door
Added a player inventory config for testing
Trains no longer collide with terrain. Fixes them not being able to enter train tunnels.
Play a bear roar sfx during the bear mission conversation
Don't play sfx for pings created by the mission objectives
Give more starting resources in base building mission
Don't turn the mission provider to face the player
Description fixes
Show all declared flags on the EntityFlag_Toggle inspector (needs to be declared in const fields)
Similar minor QOL edit. Add a note on why a flag is set client-side in CoalingTower
Added editor UI warning if EntityFlag_Toggle is used in an invalid location
merge from cached_browser_tag_fix
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Another big interface cleanup
Disable rendering of debug scene objects when debug rendering is disabled
Shape set material (density, friction, restitution)
Aggregate set surface properties
Set shape material when building aggregate
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Remove deprecated renderingpipeline stuff that was never even used
3p hmlmg hand clipping fix
Document TrackedDevice, remove unused, update skeletal data
Move VR class into Sandbox.Engine (forwarded to Sandbox.Game) and respect anchor for tracked transforms
Compositor submit bindings, cleanup
Submit all the info we need to camera renderer + start rewriting stereo rendering
Deleted subviews, crossed/nohmd stereo modes, auto-fidelity, no longer uses multiview instancing
Clean up
brick_single models
https://files.facepunch.com/jason/1b0511b1/sbox_kJMYDn3t1P.png
https://files.facepunch.com/jason/1b0511b1/sbox_XlGAXJvURf.png
Can now propertly wrap setters/getters. Setter callback passes Action<T> you can call to run default behavior
Fix error if value statement empty
Update tests
Final grading for L.
Light emission driven by its own entity to simplify.
Snap angle works under 1.0
viewmodel glove skinning fixes
- diversuit skinning fixes
- scientist suit skinning fixes
- hazmat skinning fixes
- boneknife base file update with correct bone positions
- boneknife prefab updated
- combat prefab updated
Removed tag filtering for cached queries since we didn't take into account excluded tags & the server browser filters out "weekly" tags already
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Scene tabs
Update cube.object
Scenes have unsaved changes state (lining up for undo), rename GameObjectComponent to BaseComponent
Fix length modifier not applying to some constraints
Constraint refactoring to be more flexible and stronger
Add root motion strength param from rust
Remove stiffness depth (use curve instead)
Change MoveFactor to MoveSpeed
Bug fixes for some constraints
Merge from rail_network_link
Rail keeps more distance from monuments
Add SerializedObject.OnPropertyChanged callback
Hammer: float snap angles and some more presets
Fix event node userdata not serializing
Chefs hat LODs and adjustments to boxing boots
Added player skeleton to HuntingTrophy_small
Added chicken head to HuntingTrophy_small
Texture tweaks for HuntingTrophy_small
Update net.lua (#1106)
add net.ReadPlayer/WritePlayer
Co-authored-by: Python1320 <Python1320@users.noreply.github.com>
Set the missing material in the entrance prefab