249,042 Commits over 3,959 Days - 2.62cph!
Allow player models to be pasted
- convar `paste_players` (default false)
- change the steam id of the players pasted so they can't conflict with existing players in the server as it causes issues (give them a steam id above bots but below the range of real players)
When creating a component, if the typename has a conflict, then prioritize the type that exists in addon code
PlayerController component
Player Controller prefab
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Merge from ai_wolf_iteration
Undo accidental change to procedural map
Do filtering of pasted entities before they are spawned by filtering the prefab instead of the spawned entity and then trying to delete it
Fix autosnap for pasting not working if there were no foundations in the paste
- disable autosnap when no foundations are found
Make wolves more accurately align with food when eating
Portal 2 Coop spawnpoints
Some more Portal 2 map icons
Added some logic entities
logic_register_activator
logic_coop_manager
Serverside only entities that are generic enough to be useful outside of the game they come from.
Bump default value of sbox_maxconstraints to 2000
Placeholder entities for Portal 2 excursion funnel and wheatley boss
Exclude gmod.exe from srcds win32 deploys
Added Hacked and Harmless Rollermine variants to spawnmenu
Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2
Inputs:
SetCanShoot
UseAttachmentEyes - doesnt work
SetMaxPitch
SetMinPitch
SetMaxYaw
SetMinYaw
KVs:
playercanshoot
useattachmenteyes
Make wolf decelerate faster when approaching a player holding fire, as to not end up charging them by accident, which would make them think the fire is not working
Fix for gap in cliff_tall_a
siege_weapons -> siege_weapons/visual_towing
Reduce the padding distance
Merge: from main
Tests: none (trivial merge)
Merge: from remove_editor_update
- Removes last editor-only update invoke case with many invocations(saves a measly 0.1ms).
- `demo.play` accepts absolute paths
Tests: setup an industrial chain with a chest provider and a crafter and linked those up - debug vizualization worked. Loaded a demo outside of demos folder.
Update: demo.play respects absolute paths
Tests: Tried to play a demo outside of demos folder
Added Catapult Stone Ammo FBX, Materials, Textures and LODS
Setup Basic Prefab for Catapult Stone Ammo
merge from main -> copypaste
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
UI: Fix worldpanel depth issues, treat worldpanel roots as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
kitbashed ice sculpture stub prefab setup
- only diverting damage of allowed type at the moment
merge from qol_teleport2grid -> main
Fix vertical offset of grid not being correct on certain map sizes
- due to image being placed from the bottom left but grids starting in the top left, but also rounding the number of grids on the map downwards
Optim: Remove IO pipe debug update invoke
Turns out to save much less than expected (just 0.1ms), but this eliminates last editor-only update invoke with many instances.
Tests: On craggy setup a chest->producer industrial circuit, was able to visualize debug
Fix FloatControl shitting itself when it's nullable
Fix exception when deleting a component
Make ClothingContainer more useful
We shouldn't need these SteamInput files anymore
Dresser scene + component
Fix recipe clicks triggering when drag scrolling the recipe list
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RandomSpawnAssigner can pick team-occupied spawnpoints
- Increase tow rope resolution
- Increase length slightly from the optimal distance in order to make the rope slightly slack
- Setup lead points on visuals to try and make the rope -> transform rope a little nicer
Get rid of crouch speed fluff
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Slightly grey out any recipe names that we don't have the ingredients for.
Update to use new refinery map files/prefabs
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Fix path widget error with meta locations
Added lead point support to fake physics rope
Tweaked AO intensity on all rock formations to prevent overdarkening
Display distance on dragged sound in PreviewSound widget
PreviewSound Falloff preview updates as you edit the Curve
Shift clicking a recipe adds ingredients for the maximum affordable items.
Misc fixes.
Renamed tdm_test to edinburgh, fixed references
Update Model Viewer to use Features