244,554 Commits over 3,898 Days - 2.61cph!
Fix all compile errors, assert out all unimplemented functions
merge from ddraw_improvements
merge from Attack Helicopter
merge from threadsafe_protobuf
Increase shadow map size on the light component defaults
Exception wrap Component callbacks
Add ColliderBase
Don't tick the active scene if we're playing
Small JumpList refactor, update JumpList when activating game project
- Removed JumpListManager
- Moved all JumpList stuff into Sandbox.Engine
Don't use polymorphism for serialized delegates
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Tweak how Colliders initiate
Leaderboard backup, run #6317
attack heli turret reload sounds
additional movement/physics/explosion sounds for scrap transport heli and mini copter
misc polish on player heli sounds
v_mp5/v_usp: changes related to first person arms work (see main commit comments: 2573bebbec159e3703c437a5887d64fa5dd94665)
FPArms: many changes involving moving stuff into the first person arms VMDL for easier sharing & genericization (see commit comment)
• removed hold_* bones
• added weapon_root, weapon_root_children, weapon_IK_hand_*, and hand_*_to_weapon_ikrule, following the same hierarchy as existing weapons (weapon_root is a separate root bone)
• weapon_root_children is a new bone between weapon_root and the children ("trigger", "magazine", etc. and the IK bones); this is so that weightlists can be moved into the arms VMDL instead of having to be explicitly defined in each weapon. Only part-specific weightlists (e.g. "mode_selector" for the MP5 knob) need to exist as part of weapon VMDLs now.
• transferred common weightlists involving weapon_root
• debug gizmo meshes (reminder: they're in a bodygroup) now show the weapon IK targets & the weapon_root bone
• added "shared" animationlist prefab which holds generic template anims that weapons can reuse; the goal is to make these as independent from each other as possible (no interlocking references), more to come soon
Medium core is 6P shaded
Atlas iteration
New smaller mushroom atlas for better M/L difference
NetworkTable: build variables in deterministic order
See sboxgame/issues#4066, tbh I don't know why they get reordered
Call Enroller.Dispose() in ServerDll.OnShutdown()
Fixes sboxgame/issues#4067
Merged pull requests
* Add SWEP/SENT.ClassNameOverride
* Reduced player __index calls in player 3rd person animations
Add SWEP/SENT.ClassNameOverride (#1987)
* Add SWEP/SENT.ClassNameOverride
* Update weapons.lua
Reduce player __index calls in animations (#2010)
* Reduce player __index calls in animations
* Improve backwards compatibility
Delete all these random devtool scripts, we're not using any of it, delete some other random unused stuff
One .gitignore, .gitattributes clean up obsolete stuff
Use .git-blame-ignore-revs so we can ignore formatting commits
EditorCookie seems to be null here making CI tests hang, but I don't know why it'd be null @devultj ?
Test game/server should timeout
Removed separate method for `VarString` and switched to bool overload for variable length vs fixed length
Added support for variable length on byte[] and all string methods
Proof of concept done (it works); enabled on all alpha surfaces in Rust/Standard shader set
Proof of concept done (it works); enabled on all alpha surfaces in Rust/Standard shader set
Rename enum values
Remove unused input source strings
Move native wrapper functions into VRNative class
Actions, action sets, action state, analog input data
Move OpenBelowCursor to PopupWidget
Fix NRE (even though it's handled)
Nicer add component menu
Component context menu (can destroy components now)
Added Minecart Planter Textures and Materials
Added Minecart Planter FBX and GIB FBX
Setup GIBS, LODS and Materials
Basic Minecart Planter Prefab Setup
Merge from main -> threadsafe_protobuf
Fix byte[] being read with uint length but being written with var int length
Refactor simple actionjig test
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Publish debug builds
Added AddAssemblyResult
Delete VR project
Simplify MaterialSystem2 VR code, don't do any native VR setup
Initial basic managed openvr setup - just logs hmd position to console for now
Debug all tracked devices
Skeletal input data
Train tunnel terrain / topology check improvements
Can enable/disable components
Highlight pressed gameobject
Don't allow parenting to own ancestor
GameObject list support drag drop changing position etc
added lods and gibs for single weapon rack version 2
textures and materials
prefab setup
Build the toolbar
Fix TreeView not resolving objects for keyboard movement, open state
Tweak BaseItemWidget drop callbacks so we can handle dropping on edges differently
Fix unit test not initializing Global.Assembly