249,124 Commits over 3,959 Days - 2.62cph!
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Changed all viewmodel PlaySound events to PlaySoundFirstPerson
Add PhysicsBody.GravityScale
Spawn ent with just eye yaw
Fix physgun breaking when grabbed ent is deleted
Bump up SetRagdollVelocityFrom linear amount slightly
Add remover tool
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Viewmodel clothing support
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standardized floor.triangle.twig collider with it's counter parts to prevent groundwatch issues on upgrading
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Large wooden box can no longer be clipped into world layer
Parent thrusters to physics body bone instead of just the entity
Fixed styles now we have transform-offset
finished hazard attacks
credits stage balance tweaks
zapped pattern
enemy powerup pattern
tweaked zap pattern
credits enemy attacks
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Player leaves game correctly when dismounting
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Refactor reservation/used by stuff down from AICoverPoint to AIPoint
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AIInformationZone.GetCellsInRange implementation and visualisation/tester
AIInformationGrid.GetCell implementation.
Added AIInformationGridTester.
RenderSpriteSystem / AnimateSpriteSystem updates now managed by unity
Using ComponentSystemGroups for ECS bullet systems
Refactored PlayerCollisionSystem to deal with per-update shape changes
Fixed bug with ECS diamond-player collision detection
Components for PlayerCollisionSystem refactor
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Viewmodel shadows 🔫👥
Add HideInFirstPerson sceneobjectflags and filter these out when drawing the viewmodel cascade instead of using a culling frustum
Merge branch 'master' of sbox
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sound.PlayURL/PlayFile are now also affected by volume_sfx
Added AIPoint as a base for AICoverPoint and AIMovePoint (and anything else going forward).
wip AIInformationGrid/Cell/Contents for partitioning and lookup of all the AIInformationZone move + cover points.
Fixed a crash issue with tp_coastal (Fistful of Frags) and added its icon
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