255,024 Commits over 3,990 Days - 2.66cph!
remove vr_ from gameinfo default shader name
Added (Source)PhysicsShape properties to CollisionEventData
Also added descriptions to every property of CollisionEventData
Update launchSettings.json to use local path
Obsolete useless DebugOverlay.Box overloads
Early exit on collision if coupling points aren't valid
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Removed GetTangent() from WorldSplineData. Let's avoid making that mistake again.
Fixed the really poor tangent results from IsForward in TrainTrackSpline due to not using the cubic hermite results. Fixes trains messing up on very tight curves.
Add raw object bind to bind system
Show sound stacks in asset browser, give icon
Add IAssetEditor
Initial version of rail sidings (short, parallel sections of two-lane-rail; still some overlap issues to be solved)
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Fix global broadcast changes at runtime (hab/helicopters) not taking effect because the entity has not moved (UpdateGroups returns false so nothing happens)
Fixed some issues with train coupling visuals not aiming correctly
Adjusted import settings on the new link icons
Add support for demo shots to serialize parented shots
Stores the current parent entity and optionally the bone that the camera is attached to
Fixes out of sync camera movement in shot playback when a shot is recorded while parented to a moving entity
Extended train wagon parent trigger size to include the side platforms
Fixed train wagon ladders slowing rotating the player, at different speeds depending on the wagon's rotation
Coupling points now pivot to try and visually stay connected. To achieve this, we're now sending basic data on what we're coupled to to the client
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Do heaps of damage to animals/npcs if a train hits them.
Reworked the megacliff walkway ramps because the old style was impossible to splat with the new cliff pieces without it looking like complete crap
Optional to always show controls hud, or just show when scoreboard is open
UI showing all move mechanics
Only display mechanics who've set a name & description
Add name & description to some move mechanics
Hammer: Add tiling support to fast texture tool ( behaves exactly the same as the one in dota tools )
Before: https://files.facepunch.com/matt/1b0211b1/sbox_8X63pqiVql.png
After: https://files.facepunch.com/matt/1b0211b1/sbox_ylhMiqliDi.png
fixed some more hole boundary issues
Restored junkpile NPC prefab nuked in merge
70471
added minigolf_build to map list
Replay system
Fix potential nre
Bottom right hud showing checkpoint & stage stats during run
Clean up so linear/staged timers function the same
Calculating potential total instance count debug
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temp fix for hole bounds lag on hole 3
Backup 2022/05/02 17:50:00 UTC
Stripped a lot of code out and setting up foliage grid to try and support compute based foliage.
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Auto-create the save path for servers (server.identity)
Fixes exceptions thrown at boot when it doesn't exist
Codegen and manifest to fix merge errors