244,597 Commits over 3,898 Days - 2.61cph!
Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
rendersystemvulkan: support raytracing pipelines
vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2
CRayTraceSceneWorld without lights for now
Re-add holster times (but now per weapon)
https://files.facepunch.com/tony/1b2411b1/sbox-dev_fd4S1u2qx7.mp4
WIP allow creation of SdfWorlds in menu realm
Rename Tick to Update
Hooked up move_groundspeed, deploy unset, move firing mode to be on cycle instead of all the time
Convert everything to use nullables
Set up FiringModeParameter
v_mp5: added dry fire animation
Animgraph: Change how bone merge models are handled so they get morphs inherited
WIP allow creation of SdfWorlds in menu realm
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Added colliders, LODs, set prefabs, and updated the texturing for the metal briefcase models
adding new zombie model and basic anim rework
animation will look somehow broken on some zombie/anim but it's still playable
Merge branch 'main' of sbox-sausagesurvivors2
Whitespace / debug log cleanup
Removing old server GamePhysics performance workaround
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Attack heli now shows damage FX on the rocket pod texture too
upgrade icons
icons, change arc shot upgrade
balance
Fix NRE when trying to mount packages in game menu. Fixes sboxgame/issues#3806
Include token hash in log when unable to find string token
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merge from ConvexDeployables
Use Distance2d, it's cheaper
Increase patrol helicopter push back force when flying over water, should prevent it getting too close to water
Fixed patrol helicopter getting in a stuck AI state when targeting a player that is on the surface of deep ocean (the helicopter still disengages if its target is too deep underwater, but it will continue patrolling and looking for targets)
Add UpgradeOptions implementation.
Upgrades now applied via radial menu options.
Menu option runtime generation.
Switched to RPC implementation for equipping/using items.
Increase size of parachute renderer bounds
Leaderboard backup, run #5429
Fixed the parachute not appearing properly in demos after scrubbing
tweaked door textures, adding floor tile and stairs blendable mat/textures
Add debug.deleteEntitiesByShortname, eg. "debug.deleteEntitiesByShortname parachuteunpacked"
Deletes all entities with a matching shortname/prefab name
More performant than the "del" command
More efficient vehicle finding in fixcars convar
When seconds_until_shore_drift or seconds_between_shore_drift convars change, the values are now correctly updated on existing boats.
Fixed chinook ground fx always playing and improperly positioned
Merge Main -> Experimental
Don't reset boat shore drift start time when restarting server. Save the value.
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Supply drops now disengage their parachute if they hit a tugboat (no changed behaviour for other vehicles like helicopters)
Added boat position to boatdriftinfo convar
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Merge from airpatch_media