249,481 Commits over 3,959 Days - 2.63cph!
Added a nullptr check when generating error texture
TTT: fix ragdoll pinning HUD for innocents (#1776)
Hammer: Fixed crash when creating a new document
Hammer: Will now select the nodraw texture on VMF load and when creating a new VMF rather than the first texture which will be random depending on custom content installed
Hammer: Creating a new VMF will now spawn a simple box in front of the camera and select the "Selection" tool
Hammer: Added CTRL+(SHIFT+)V text to Paste (Special) in right click menus to let the user know about the existence of these shortcuts
Updated Facepunch.ExpressionStrings
Automatically add extension properties for bullet aliases in ECS codegen
Better ECS codegen errors for unsupported method calls
A bunch of velocity methods, SetDespawnTime ECS support
Fixed ActiveChild not being predicted 😟
Merge branch 'master' of sbox
Hide viewmodel if there's no view entity - viewmodel doesn't need to be a child of player/weapon
Clientside Authoritive entities use Player Predicted Time (fixes viewmodel deploy animation ping delay)
Bind StudioFrameAdvanceManual
Don't try to make clientside entities predictable
ShouldPredictAnimGraph always true
Player doesn't need to fall AnimFrame
Set ViewModel.Owner instead of .Parent - because it doesn't fuck with its position
Viewmodel anim tweaks
EnableClientsideAnimation doesn't seem to be doing anything useful
Fix animgraph prediction errors
Fix rust shotgun physics size
Don't set viewmodel parent
This EnableClientsideAnimation doesn't seem to be doing anything useful
submarine prefab setup:
fbx meshes
collision meshes
gibs
textures and materials
Fix typo of default type on comparing DoNotCastShadows attrib
merge from /main/TrainCornerCollisionFix
Fixed triangle frame inserts stacking - revisit
59237 next week
Restore managed predicted data back to last prediction value at the end of PostNetworkDataReceived
Add [Predicted] (Variable gets saved and restored with other predicted variables, but isn't actually networked)
Fixed ActiveChild prediction errors
Merge branch 'master' of sbox
Flag the whole object to not cast shadows only if all materials are set to not cast
Shader objecrts for Skin shader with SSS for static lights
Merge branch 'master' of sbox
Codegen - dump a txt file on exception
Codegen: don't ReplaceSyntaxTree etc if only doing Source Generators
SourceGen: OwnerRpc should test this as well as Owner
CodeGen: Hook up rpc_read
Hoo up rpc_read_static
Added INetIdentifiable
NetRead/Write deal with strings nice
Fixed viewmodel dissapearing
Bunker room scene - prefabed the bunker room externaly and made variant prefabs where suitable
Setup shadow proxies for bunker rooms
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Fixed NRE in Stage_Song.DisposeAudioClips(song)
Don't play music during replay validation
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Better side hit detection
Can now find definitions of bullet aliases based on attributes
Set up my test map for bug repo
Fixed NRE in Stage_BulletPatterns
Per-update opacity, some more player aliases
Updated Facepunch.ExpressionStrings
Automatic chunk component codegen support
Added BulletPatternChunkData with alias
Added menu item to clear generated bullet systems
Automatically pass stage aliases to generated jobs, added more aliases
Unit.DespawnAddedPatterns
egg indicator arrow
egg arrow works with player respawning
respawn pod indicator arrow
trap arrows
tweaked arrows
arrow depth
Added foliage_procmap_v3 to World Setup prefab
Updated temperate foliage materials / lowered wind intensity / softened normals on grass and moss
Optimized spawn settings for temperate grass
Tweaked distance tiling on grass splat
enabled batching on more art
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Fixes for buoyancy sleep checks.
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Hammer: Fixed custom "detailmaterial" not showing in the editor
removing overgrowth scene from scene to prefab 'loop'
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Prefab nesting to preserve links and enabled batching on more props
Hammer: Added targetname keyvalue to light_environment (with a warning about file size) and updated the key names and help text of other keyvalues to better explain what each key does.
orb shieldgen death powerup
simplified sponge/expanding player bullet check
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
added some ECS vibrateOnTouch
revert changes to buoyancy script
Hammer: Fixed custom detail.vbsp in map properties not having an effect in the editor itself
Viewmodel bob/sway
Scoreboard
Update Rpc names
Scoreboard
Fixed global RPC codegen namespace
Fixed static single Client RPC not being static
Spawnlist scrollable
GameTask test
Sandbox.Generator - threaded and optimized, code gen went from 3.9 seconds worse to 0.02 seconds worse 😎
Cleaned up network attributes
Rpc's use NetRead and NetWrite
CodeGen tests
Made scoreboard header accessible
Merge branch 'master' of sbox
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