244,536 Commits over 3,898 Days - 2.61cph!
Fixed laser and torch attachments not activating properly after a server reload if the turret was powered during the save
Added HuntingTrophy_Small model/materials
Converted random switch, memory cell and blocker to use existing glow materials instead of modifying them to hardcoded values at runtime
Fixes these entities lights not glowing like other IO entities, will be more maintainable going forwards
Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void
Fixed turning a new autoturret on not disabling other turrets in range that now have too many nearby, if they have more in their radius than we do in ours
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Fix wiring issue when standing on top of mixing table
Don't enable joint collision by default
Fix mesh shape debug drawing https://files.facepunch.com/layla/1b0411b1/sbox-dev_Iu61effQRf.png
Copied over WIP action graph editor
Allow references to Facepunch.ActionJigs in editor code
Create debug scene objects for edges
Delete debug sceneobjects when we're done with them
Fix components list not showing!
Attempt to place camera nicely when opening a scene
GetLocalInertiaOrientation, GetLocalInertiaVector
Another big interface cleanup
FindClosestPointOnConvexShapes using gjk
Reference Facepunch.ActionJigs, NodeGraph refactor
slightly increased mp5 bullet velocity
slightly increased mp5 damage
increased mp5 accuracy while bursting
thompson has increased center-hit probability
custom smg has increased center-hit probability
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Added Panel.GetScrollStartIndexes
Works only on text entries, returns 2 values - x axis offset, y axis offset
Added some NPC functions
NPC.GetGoalPos
NPC.GetGoalTarget
NPC.IsCurWaypointGoal
Don't spawn train tunnel rail entrances if no above ground rail exists
Enforce larger distance between train tunnel stations
TypeLibrary ignores Delegate types
Editor: Add "keybind" editor widget, instead of manually finding inputs, just press the button you want to use - would be good to have proper trapping in tools soon (?)
New Outfit Piece - Chef's Hat
https://files.facepunch.com/daniel/1b0411b1/chef.png
Lods and skinning adjustments coming ASAP
vampire stake skin
world model and viewmodel prefab intial setup
Latest tier0 basetypes
Split everything out of basetypes.h into new or existing includes, remove very old code, typesafe numerics, bring engine up to date with these changes
typelimits.h
Explicit use stackalloc.h
Remove CRT_INCLUDES_RESTRICTED
Explicit d suffix on tier0 math funcs
Split dbg.h into assert_base.h, messages_base.h
Add tier0_utils_base.h
First pass at removing stuff from basetypes.h to commonmacros and platform
no more qboolean BOOL-shit
this intellisense bug is fixed, in fact it errors with this workaround
Explicit recttypes.h
basetypes, bitscan, enum bitwise operators
Explicit typesafe numeric headers, update all usage
Pointer handles fuck off too
Move some more to commonmacros
Fix double fsel def
Remove includes from basetypes.h
Unused
COMPILE_TIME_ASSERT
Train tunnel rail entrance nobuild volume
Train tunnel rail entrance can only replace train tunnel grid pieces that are replaceable (i.e. not underground train stations)
merge from force_update_workbench_trigger
reapplying merge from force_update_workbench_trigger
Fix #SERVER in TriggerWorkbench
Fix gmod_suit 1 breaking sprinting
Sentences system calls EntityEmitSound
There are a few caveats:
* SoundName is always invalid.wav
* OriginalSoundName is the sentence name
* The sound table will contain SentenceIndex in these cases
* OriginalSoundName can be changed to replace the sound.
Global.EmitSentence now has an optional 9th argument = DSP, defaults to 0
Add rotational vector getters to Transform
Add additional aspect ratios
Updated storage barrels textures