255,056 Commits over 3,990 Days - 2.66cph!
Add some additional launch profiles to Sandbox.Engine for VR or going straight into a map, etc.
Add VR checks when creating a VROverlay
Don't try creating a borderless window in tools mode, fixes keyboard input not working in-game on tools
Update steam audio libs
Begin attempting to upgrade the steam audio api
Fix loading a load of sound stacks we don't want/use
Fix compile warnings in NodeGraph
Fix compile warnings
Obsolete IAsset
Rename Asset to GameResource, move to engine, derive from Resource
New Hair! - Stubble WIP
WIP Stubble beard hair, needing to get the blendshapes fixed, will work on menu but not in game just yet!
https://files.facepunch.com/daniel/1b1011b1/beard_present.png
Now you can look as grizzly and cool as you do in real life!
Use Touch instead of StartTouch
Update sbox-voxels
Add volume tag to volume entities
When holding shift traces will ignore volumes in the map editor
Add Mins and Maxs to IVolumeEntity
Fix styling error by adding &:last-child to InventorySlot rather than parent
When holding shift and using the Duplicate Blocks tool, entities will also be copy and pasted
Pass copyEntities parameter to initialize
Update corewars_conna test map to include 4 different bases, a bunch of gold generator islands and a center crystal generator island
Fixed various block state issues
Add test take_damage command
Don't add margin to the last item in the Hotbar
Add Stamina and IsOutOfBreath to Player and update accordingly in Simulate
Update player stamina in MoveController and check if a player is out of breath before running or jumping
Check and update stamina when using melee weapons
Add Vitals display to bottom of Hud to show Health and Stamina
Some more fleshing out of the coaling tower interactivity aspects
Rearrange entity files
Add descriptions to some Entity virtual methods
Merge branch 'master' of sbox
Remove unused
Renaming sound system accessors to match native names
Fix pitch change sounding like dog shit
Sound Preview wip
Add to get_system_globals to allow forcing listener location to 0
SoundHandle, SoundPreview
Remove unused
Couple of new rail track pieces to facilitate the new trainyard rail layout
Reshaped the tracks layout in trainyard to ready it for connection to procmap
Coaling tower whitebox
Backup 2022/05/10 12:50:00 UTC
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Powerplant greencard skip fix (fixed inside the existing external prefab) - this will require a S2P later on
Adding barbwire parts back into LOD1 for stone wall and stone gate so players on lower settings are aware of them
VR: Get auto fidelity levels actually loading from their config, they don't seem to do anything yet though so need to tinker more
Fix bizzarre rendering logic preventing VR autofidelity from setting the render targets size
Delete more unused/non useful FGD types
ivScript, ivScriptList, ivGameUnitClass, ivGameItemClass, ivPropDataName
Removed the editor-only 'woundedneverends' convar and added server convar 'woundforever'. False by default. If true, crawling state never expires.
ReplaceMainGun override
Merge branch 'master' of SpaceUsurperUnity
Update workshop-resources.txt
drone remove isPositive, version->1
Merge branch 'master' of SpaceUsurperUnity
Trim underwater, hand positions, volume convars from soundsystem
Fix sound stack not applying soundevent volume propertly
initial navmesh/monument navmesh setup.
Move pitch shift to vmix
Add Paint.DrawCircle
assetpreview: widgets
Mountain pine shrubs and bushes
Merge from spraycan_merge2
Change name of freehand item
Disable default blueprint on spray inserts (for initial testing)
Backup 2022/05/10 06:50:00 UTC
Disable point culling, still needs some work
Some shit that wants to be auto changed and a couple of newly added Unity 2020 files
Fixed icon rendering
Added frog boot spray
Cull free spray vert points that overlap each other
Simplify a few queries
Add a run's current rank to run details page
Don't show wr nav for non-wr runs
Fix next wr grabbing non wrs
Add dummy servers page
Lots of cleanup, components to their own namespace and use code-behind approach
Fix colliders not being properly reassigned on server load
Merge MagnetCraneUpdates -> Main. Includes interpolation changes and an attempt to make yaw animation smoother.
Merge General QOL -> Main. Fixes footstep sounds always being barefoot sounds after changing to other footwear in inventory (broke in 65844).
Removed allowTransitionToOtherParentingVolume, since this isn't a release hotfix. Let's try the simplest version of the fix and we can see if everything's stable on Staging. Essentially every parent trigger is now allowTransitionToOtherParentingVolume = true.
Merge TrainParentingFixes -> Main