244,522 Commits over 3,898 Days - 2.61cph!
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
Added missing concrete pavement material
More safety in JsonSerializerOptionsUpgrader (#1287)
More "reportable" keyvalues in default FGDs
Shows useful info in the Entity Report window
Added NPC:GetCurGoalType
navmesh Lua API additions
Added missing enum for NAV_MESH_BLOCKED_PROPDOOR
Added navmesh.GetBlockedAreas()
Added CNavArea:MarkAsBlocked( teamID )
Added CNavArea:MarkAsUnblocked( teamID )
Added CNavArea:RemoveAttributes( flags )
Added CNavArea:AddAttributes( flags )
Disable default automatic navmesh unblocking
Add some of the existing nav related entities to the FGD
func_physbox/pushable is ignored by navmesh gen
Fix asserts showing as errors in intellisense
Delete loads of random shit from game
Don't explicitly set MultiProcMaxCount, defaults to # logical processors (which is 96 on our build server) - compiles 15% faster locally for me
Add BBox,FromBoxes, BBox.FromPoints
OpenSceneList
Scene + Prefab thumbnails
https://files.facepunch.com/garry/75a5537b-4e53-4ca7-a449-14342d12faf4.png
Fix possible exception in ConcurrentDictionaryUpgrader (#1287)
Possible fix for first error in #1287
I couldn't repro, but it's possible some serialization was happening
during a hotload to cause this.
Don't run Program.Main if package is local. The assumption is that they'll be using scene view so that's controlled by the editor.
Allow provide message with Assert.NotNull, IsNull
Can choose between play scene or play game
Merge from rail_network_link
Regenerating all rail splines
Network++
Enabled Halloween event
Enabled scarecrowpopulation
Enabled scoreboard
Switched collectables to halloween themed
Added bone collectables
Updated ambience
Enabled candy vision
Updated menu video
Frank table default craftable
Updated loot tables
Enabled halloween portals with a population of 1
Merge from rail_network_link
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance