250,486 Commits over 3,959 Days - 2.64cph!
Reorder recovery code. Check needs to be done before the flags reset
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Remove 20HP revive cap, reverting behaviour to how it is on release so that players can heal while wounded and keep it all when revived. Add special handling for crawling state, so player can have more health while crawling, yet revive from crawling to having a weak amount of health, and also still take into account healing gained while in crawling state.
Standardised IO output name to Audio Passthrough on Laser Light, Sound Light, Connected Speaker and Disco Floor
Can no longer hang disco balls from Deployed layer
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Allow optional BulletQuery in GetBulletsInRadius
Fixed possible exception when using TouchingEcsBulletsEnumerable
Dispose _lookupTable in BulletQuery
Mesh.CreateVertexBuffer and Mesh.CreateIndexBuffer can optionally set initial data
extended syringe player anim
Revert syringes to not revive players, at least until/unless we get a longer animation variant done
PhysicsBuilder.AddMesh uses uint indices
Fix possible crash in ModelBuilder.Create
PhysicsBuilder.AddBox and PhysicsBuilder.AddHull now take a center and rotation instead of a transform because scale isn't used
Fixed not being able to run building commands. Finalized entity hud + component system and integrated Health and Gather bars
Add some safety checks in CRenderMesh::DestroyBufferResources
New mesh API. Removed VertexBufferHandle and IndexBufferHandle. Creating and updating of buffers is now handled in the Mesh class
Animgraph checkpoint
Merge branch 'master' of sbox
Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
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Fixed FGD double entity warnings
Added IsConCommandBlocked
Player.ConCommand's queue clientside should now show addon name when running blocked concommands
PhysicsBody.Sleep => Wake(). Sleep(), IsSleeping()
Merge branch 'master' of sbox
Fixed sorting order consistency of legacy bullets
Show previously created games on home screen
Refactored GameInfo out, using package instead
Street lamp base and light unit physics shapes
Also adjusted naming convention for lod0 to match Thais asana post
Merge branch 'master' of sbox
Added a health bar and ability to add additional item entity UI displays. Health bar doesn't show unless entity has taken at least 10% damage
Wake() => Sleep = false
Update sandbox.fgd
Added PhysicsBody.Sleep property (Removed Wake())
Some autodocs for PhysicsBody/Group
func_physbox spawnflags work
Fixed water SSRR when render scaling.
street lamp light uni LODs
LOD setup for the light unit that forms part of the street lamp prefabs
wip better virtual AIZ support, triggers can wake multiple sleeping AIZs.
street lamp open base lod
Lods for the open variant of the street lamp base
Merge branch 'master' of sbox
Fix stylesheets with more than 10 @imports triggering infinite loop detection
Menu home screen work
AnimGraph: Allow notes to be added to nodes https://files.facepunch.com/layla/1b1611b1/notes.mp4
Update Vehicle Materials
Improved Tint on vehicles
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Use velocity to have shoot effect patterns follow the player
ECS bullets now spawn one frame earlier