250,290 Commits over 3,959 Days - 2.63cph!
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
Updated generated keyframe animated components
Finished off BulletQuery job system
Desert region around new Dome
Made a collision mesh for the solo sub main body detailed collider
Make BuoyancyPoint gizmo translucent
Added a Fade toggle button to AI designer
Allow meshes to be created with different prim types
Fix VertexBufferHandle.SetData
Disable joints motor mode by default
Rename BasePlayer.cs to Player.cs
Put PawnControllers in folder
Delete IPlayerControllable.cs
Cleaning
Fixed motion vectors not available when needed, s+v overlay script hooked up, clean up.
Applying temp solution for better arms aiming
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
default v to +iv_voice, moved +iv_view to c
Refactored voice stuff (moved most stuff to Voice class, moved out of addon code because we need more oversight and need it to control different PTT preferences and need it to work with parties)
Add common funcs to all joint builders
Add motor funcs for SphericalJointBuilder
Add IsValid and Remove funcs on all joints
AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs
Merge branch 'master' of sbox
Set b_noclip in StandardPlayerAnimator
Fixed crouchwalk sidewards axis being reversed
Fixed Client.All being empty (fixes chatbox etc)
Remove GameBase.Current, add Game.Current
Killfeed works again
Fixed Winch/Rope scaling wrapping around at length of 100
cfg/network.cfg is no longer considered userconfig, and is ran before autoexec.cfg
Increased forced defaults of "rate", "cl_cmd/updaterate" cvars to 100k and 66, from 30k and 30 respectively. This only affects clientside settings, which are overridden by server's settings (sv_maxrate, etc)
Create SpawnPoint.cs
Added Game.MoveToSpawnpoint( Entity pawn )
BasePlayer.CreateHull
Noclip works again
Don't pass client around for purely clientside stuff like camera and input building
Add Local.SteamId, Local.DisplayName
Make sound.Add act as override on x86-64 too
merge from AI hdrpb merge
reapplied monument changes
merge from impact_effect_scale
merge from hdrp_art_backport
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CNetworkQuantizedVector can get fucked
merge from backport_bugfixes
Added an onscreen tip to explain the throw/drop controls when first using a grenade
Merge from wearable_eyes_view
Added a HideInEyesView toggle on Wearable that disables clothing when in the eyes view (injured)
Applied to wolf headress, metal mask, nvg, bandana, balaclava, riot helmet, clatter helmet, coffeecan helmet, burlap headwrap, plate helmet, skull headdress, lunar new year masks, easter nest hat