248,600 Commits over 3,928 Days - 2.64cph!
Fix joint binds not marshalling bools correctly
Fix debug only error relating to previous damage changes
Player shouldn't take damage from native code (will have to route physics damage etc via managed at some point)
Default binds: Q = menu, g = drop, v = view
Increase default sound distance
Screenshots save as jpg by default, in game/screenshots/
Bind F5 to screenshot by default
Just use endpos of the trace for thirdperson collision
Add collision to thirdperson camera
Add Trace.Radius for sphere traces
Refactor some track selection code into BaseTrain
Compile fix for track selection
Update to the audio manager, do some tricks with the throttle
Merge from camera_recording
Initial work on WorkCart audio manager
Allow joints to attach to and from ent with body index or name or directly to a physics body
Add BodyCount and GetBody (from index or name) to PhysicsGroup
AI design hot reloading for all instances of current entity type when saving designs.
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Bind GetJointHandle from physics aggregate
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When kinematic trains died and went non-kinematic, they'd sometimes be partly inside something which would cause the rigidbody to go flying off. For simplicity, have trains just gib immediately on death (like most other vehicles) instead of going into "corpse" state for a few seconds.
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Store camera animations in Assets/CamRecordings
scene2prefab fishing_village a b c
Fixed boat condition amounts
Add grounded check for fake drag
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- Add fake side friction for WorkCart when off track, since it doesn't use wheel colliders
- Add required vehicle methods: GetLocalVelocityServer, GetAngularVelocityServer, MaxVelocity
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Ignore screenshots folder
Rust semi pistol
Pistol hold anims
Pistol Holdtype
Gun shooting setup
Muzzleflash setup
Allow particle systems to attach to ModelEntity attachments
Allow set int params on animator
Temporary holdtype switch test
Merge branch 'master' of sbox
Better shadercompile icon for tools
Add button to edit shader with VSCode or any editor of choice, Clean up ReadVfxFile function
Remove Sandbox.Shaders.Base
Add stub for postprocessing manager and postprocess base
Iterating on post process manager and postprocess base
Shut down sbox postprocess manager
Merge branch 'master' of sbox
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Added `OnRequestFullUpdate` game event ( has all the same data as `player_connect_client` event, save for `bot` field. )
Fixed func_tracktrain's outputs in Hammer
Bug fixes and building tests
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disable chainsaw debug text
Fixed standalone build error