248,566 Commits over 3,928 Days - 2.64cph!
Fixing some movement issues
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Simple event system to allow PlayerController to store messages for PlayerAnimator (and Player if it wants them)
Rotation.Clamp optional overload returns the amount clamped by
Shuffle feet when rotating (disabled because no aniamtion for it)
EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
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Committing GameManifest LootSpawn generated files (build time debugging)
Committing some more prefab auto-updates
vm chainsaw - fixed issue with jacket clipping camera
Clean/Document StandardPlayerAnimator
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EffectRecycle tweak to avoid prefabs thinking they've been edited in DoPrepare when they weren't (probably doesn't do anything)
Moved Player.Tick, Respawn, OnKilled to BasePlayer
Added Rotation.Difference
Added Rotation.Angle()
Added Rotation.Slerp
Added Rotation.Clamp
Added PlayerAnimator system
Spice bush and willow bush billboards
merge from lower_face_wearable
Added Entity.WorldToLocal( vec )
Made Player abstract, created BasePlayer in Sandbox.Base addon
Output changed [Replicate] properties to the .codegen
Added Harbor phone booths
Adjust train engine power and drag
Train now moves at correct speed on cubic hermite splines using a lookup table. Some slight jitter that I need to look into
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Working on a lookup table to allow a constant rate of movement along cubic splines. The simple "spline t * distance" system existing in PathInterpolator doesn't account for the shape of the spline, causing the train to slow on curves
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Debug.editorselectinrange now works in demos and will use the position of the debug camera for it's origin if it is active
wip scientist memory/senses conversion
finished frame difficulty scaling
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Can now deploy and pick up the drone
WIP fixing collision and landing logic
procedural grouping and tree line widget
ErrorNoHalt when file.Open is given incorrect read/write mode (used to silently fail)
Fixed issue with standard terrain blend + shoreline wetness.
serverside gibs inherit rendermode/fx
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Add body groups to citizen, add ModelEntity.SetBodygroup
Nicer solution for split-screen clamping
Generate a list of resources used by baked workshop plugins in custom/
Allow cancelling baking stage scripts
Updated .gitignore
Fix mounting support for G String game
Added ITexture.GetNumAnimationFrames()
Added ENTITY:GetPreferredCarryAngles( ply ) ("anim" type SENTS only)
Added Player argument to GM:GetPreferredCarryAngles
Added Rotation.LookAt 😅
Keep player model upright
Don't SetLocalAngles in c_baseplayer