249,292 Commits over 3,959 Days - 2.62cph!
Final ore spawn topo masking
Added 3p jackhammer holdtype anims, override controller,
re-exported world model, updated positioning & holster offest in .entity,
removed offset values in .worldmodel, updated bounds on both prefabs
Fixed Vehicle.SetVehicleParams taking "steering" parameters from "engine" table, fixed it affecting the speed of some cars due to vphysics shenanigans, fixed it needing boostMaxSpeed, maxRevSpeed and maxSpeed in different units
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merge from Jan_bundle_limits_crunch
enabled crunch compression on some large offending mats
Bullet hole decal
Surface describe decal
DoBulletImpact also drops a decal
Moved the computers to market terminal prefab
Marketplace shipping container material
Add more error checking to the terminal in case its parent isn't valid
Fix delivery timing out instantly after a few min of uptime
Fix kinematic warning on client
Remove some debug logs
Don't update commandbuffers if underlying renderer is disabled.
Fixed tunnel entrance position offset not being correctly eliminated when the tunnel entrance was rotated
Going through the bug list
Changed tunnel entrance environment volume from underground to building
Tunnel train station prefab updates to include the corridor transition meshes
Bind PhysicsImpactSound
PhysSurfaceProperties.UpdateSounds
C_OP_WorldTraceConstraint.m_bDecayBounce default to true
Added SurfaceExtension in addon code, with DoBulletImpact
Rand.FromArray returns default if array in null
Default impact effect
Gun makes surface impact effects
Tunnel entrqance prefab environment / water / terrain volumes
Updated dungeon_grid_test scene to use the proper tunnel entrance prefabs
Tunnel entrance prefab update to include greybox mesh
Corridor prefab environment / water / terrain volumes
Tunnel corridor prefab updates
Tunnel corridors now align perfectly (snapping start point to the 3m grid horizontally, 1.5m grid vertically, then picking tunnel pieces near the end so everything connects perfectly)
Updated lots of misc VM prefabs
Support min/max/group in fgd kv
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Update to net 5.0.2
Merge branch 'master' of sbox
potential buy phase fix
ball sprite tweaks
more bullet color stuff
ball color
playtest fixes and sfx
wall powerup
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Revert SetFlag change, just compare oldflags and newflags
BulletSystem codegen starting speed support
BulletSystem codegen cleanup, error for per-update properties
Simplified BulletSystem generation to not need bake result
Some nice progress bars for generating BulletSystems
Nicer temp variable identifier generation
Fixed ECS codegen for structs like Vector2
Added ECS code gen errors for unsupported ActionLists
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Only send one network update a frame on MotorRowboat (could still happen 2-3 times with last change)