244,545 Commits over 3,898 Days - 2.61cph!
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Flattened angle check for accessing the admin panel of a vending machine, fixes not being able to access admin controls if the vending machine is higher than the player but still within interact range
HuntingTrophy_Large texture polish
Apply same fix to beach towel
Fixed sometimes not being able to use the wire tool when standing on top of sleeping bags, modular car lifts or beds
Culprit: can't use wire tool if the players eyes are intersecting a prevent building volume, these entities have large prevent building volumes that the player can easily stand inside. Applying the IgnoreWireCheck tag to these colliders fixes the issue
Sleeping bags now check whether they're inside a No Respawn Zone
Updated SpawnOptions protobuf message to allow for sending different availability states, instead of just occupied or not. Now we can send OK, occupied, underwater, or in a No Respawn Zone
Merge from tutorial_island
Hook up some debug drawing https://files.facepunch.com/layla/1b0311b1/sbox_0018.mp4
Update workbench trigger right when player enter or leaves a workbench trigger (rather than waiting up to 2 seconds)
Add revolute joint from desc
Spherical and conical from desc (both the same for now because the only difference should be limits)
Adjust blend mask on corrugated metal
Ivy moss decal
S2P compound, for the water catcher changes (fix water catcher NRE on new saves).
Assigned the correct gibs to storage_barrel_c prefab
Added wolf head to HuntingTrophy_Large
Added rope border to shark, deer and horse
HuntingTrophy_Large material updates
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Use aligned alloc in dynamic tree, fixes crash in vLoad3A
Add pre and post solve callbacks
Slightly brighter underwater visibility.
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IsLeftHandDominant, Enabled
Reduced water pump preventbuilding volume
ApplyLinearImpulseAtWorldSpace, GetMassCenter
merge from particle-fade-mod
▌▋▋█▇ █▆█▍▌▇ & ▉▅▌▄▋▌▉ █▆▆▄▆
Remove static and active aggregates when destroying aggregate
C# has control over whether vr is enabled
Also add `vr_enabled` concmd so that we can test toggling VR at runtime
Get active body list for active aggregates
Don't wake up statics, otherwise do a forced wakeup (bug in library where a body can be awake but not in the active list?)
Don't create hull for CastBoxSingle, it only needs to know the 8 corner verts
merge from gnb_startup_nre
Add SceneObject.MakeGameObjectsUnique, remove the old version of it
Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now
Only init if -vr specified, ensure active
Init overlay, bindings for dashboard visible & drawing controllers
Move vr-specific input into Sandbox.Engine
Proper way of converting matrices from steamvr -> sbox, push test hmd data to game
Update turret with movement
Changed Minecart Planter from 3 Seed Slot to 2 Seed Slot
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Fixes to internal screen space shadows
Only do this if we have a shadow controller
Fix NRE presumably when sending an entity that is destroyed on startup
Fixed compile error when no frame blending is used + removed debug output
Create turret.scene
Serialize GameObjects using their guid
Add GameObjectControlWidget
Enable GameObject reference serialization, uniquify them when duplicating + copying
If physics is using a collider with a controller, use Move to move the object instead
Update turret.scene
Create TurretComponent.cs
Added to a few more tansparent shaders
Single weapon rack variation 3
LODs and gibs
textures and materials
initial prefab setup