255,114 Commits over 3,990 Days - 2.66cph!
TTT: clarify Health Station usage hint text (#2215)
Changed "Press" in L.hstation_hint to hold
Cleanup
PlayFundUser table
Fix documentation font size
Fix comment threads have no gap
Fix infinite loop when using syntax highlighting
Merge from media_projects
Leaderboard backup, run #
17669
Mark the UI scale option as applyOnMouseUp, fixes UI scale changing as you move the slider
Reapply dof exposer changes, changes got stomped because that script is cursed on this branch
Merge from shield_repair_fix
Fixed shield staying active when the weapon is holstered
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Adjusted blood fx, still not 100% working (pooling protobuf related maybe)
Fixed hopper breaking if an item was destroyed while it was in motion
Merge from main (will need codegen)
TilesetComponent now properly updates SceneObjects after an undo. Resolves part of #31
Undoing/Redoing no longer attempts to reference the component from the previous undo snapshot. Inspector also updates accordingly instead of resetting to object mode. Resolves #31
Group mesh elements up front instead of doing it every operation
zombie attack anim
fix Touching invalid things
enemy flinch anim
more bullet-vs-enemy damage functionality
unit subclass
player flinch
Merge from triangle_planter
Box and Sphere colliders default size match default primitive model sizes
Adjusted snap position on triangle floor for planter, fixes the planter sticking through the floor on several skins/grades
Adjusted prevent building volume on trianlge planter to fix some upgrades/placements not being possible around the planter
Add weld uvs operation for vertex and edge https://files.facepunch.com/layla/1b1711b1/sbox-dev_BcyFOAUTch.mp4
NanoVDB Support Stub
NanoVDB shader stub
Iterate VDB
https://files.facepunch.com/sampavlovic/1b1611b1/sbox-dev_iaBNlpjQXT.mp4
Iterate volumetrics
https://files.facepunch.com/sampavlovic/1b1611b1/sbox-dev_xElahjGBoC.mp4
Grass clumping which influences position, height and direction.
merge from horse2_fixes/handling
Prevent horses from sleeping when towing
merge from horse2_fixes/handling
Fixed horse steering tip showing up for all clients
merge from hackweek_automatedtesting
Fixes and cleanup
Item tests very wip
Fixed moving and sleeping on chicken sharing a flag
Fixed being able to pick up the chicken coop while it has chickens
Refactors
Don't update animgraph instance with negative delta time, all it does is fuck up the elapsed time
Get rid of harmless assert if animation helper gets called on first frame with zero delta time
Add more user claims
can delete stats
Compute texture params from coordinates on new bevel faces to keep uvs intact
v_m4a1: fix stock_pin and stock_lever being parented to weapon_root instead of stock
All weapons: renamed a couple of Tags for clarity
v_mp5: apply the new fire animation method (see previous commit)
v_m4a1: rework how fire animations are played. Instead of alternating between picking between 01-05 then 06-09, add two separate randomized (WeightedRandomNoRepeat) animations from the *entire* set together, then halve the result. This results in a much more natural-looking "animated recoil pattern" with no visible repeats
FPArms: add Reduce_WeaponRoot_50 weightlist
Hide transform gizmos for prefab root in the prefab editor for now.
Hide transform widget for prefab root in the prefab editor for now.
Related to sbox-issues/issues/7316 sbox-issues/issues/7577 sbox-issues/issues/6785