250,002 Commits over 3,959 Days - 2.63cph!
reduce modular vehicle horn volume
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Remove terrain-type based damage, add a new Collision damage type which propagates to other car modules but doesn't count as an attack.
moving active belt item holsters it
make sure modular vehicle horns don’t hold on to refs to recycled sounds (horn timeout disabled for now because of this)
slight tweak to where/when bradley engine loop init is called
vm water gun -
Added anims
tweaked shape of cable clip in model
added bone for animation
re-positioned viewmodel
animator changes
Added 30 degree concave corner support
Yet another waterjet candidate
Replaced "Bad field in entity!!" warning with a far more descript one
Replaced usage of "Physgun" and "Physcannon" with "Gravity Gun" in the .fgd files used by Hammer to avoid confusion between GMod's physgun and the gravgun
Added SF_PHYSPROP_IS_GIB, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_START_CONSTRAINED, SF_WEAPON_NO_PLAYER_PICKUP and SF_WEAPON_NO_PHYSCANNON_PUNT enums (all shared)
Gravity gun now respects SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_NO_PHYSCANNON_PUNT, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PICK_UP and SF_PHYSPROP_ALWAYS_PICK_UP spawnflags like expected
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audio.printenginesounds debug console command
More layer fixes
Baked billboards for mormon tea bushes
Tweaked LOD distances
Managed class fixes
Fixed passing managed class from native to managed
InteropGen - baseclass definitions are namespace optional
Added IServerEntity.GetManagedPointer()
Bind IServerEntity
Folding Sandbox.Source.Engine into Sandbox.Engine
Define fixes
Update soundscape.cpp
Combine interop for Sandbox.Engine/Source.Engine
Engine def cleanup
Interop - don't generate types if type already exists in assembly
Merge Sandbox.Entity with Sandbox.Engine
Make Sandbox.UI shared source, include in Engine
Cleanup
Fixed layers on ocotillo and snow willow bushes
Optimized draw distances
shifted pivot on triangle roof pieces to the center
180 transform rotation on roof triangle up and cie
Baked billboards for all arctic pine saplings
Correctly set pine sapling layers
Transforms adjustments on set of greybox roof models
Removed cases where I was doing specific mutable state checks in trigger InterestedInObject calls, not realising that InterestedInObject is also checked to see if we should allow a collider to detect that it LEFT a trigger. Fixes spawning a car on top of yourself and then noclipping out of it causing the game to consider you still in the triggers.
Sandbox.RCon fixes
Library.RegisterAssembly can take a string instead of assembly
Library.Create optional argument complainOnMissing
Library register Sandbox.Entity
Addons reference Sandbox.Entity
Entity creation via Class.Library
Player Entity
Player EyePos, EyeAngles
Triangle roof neighbour socket fixes
Removed redundant roof neighbour sockets
Triangular wall conditional models support triangular roofs
Simplified the scripts some more
Triangle roof deploy volume adjustments
Triangle roof socket adjustments
Added conditional corner pieces to the prefabs of all tiers
Adjusted ModelConditionTest_RoofLeft and RoofRight variable default values
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Merge from building_blocks_2020
Tube and board set WaterFactor to 0 for riders
Manifest, codegen, protobuf
Reduced average collision damage a bit re staging user complaints
Fixed broken physics behaviour on the most important object in Rust: ball.entity
Adjust car steering lerp values
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Fixed steering right being slower than steering left