254,391 Commits over 3,990 Days - 2.66cph!
Backup 2022/05/06 01:40:00 UTC
Show api connection status in hud
Raised all train trigger parents to the height of the highest one, to help with jumping between wagons
Extended the parent trigger length further on all wagons and the above-ground work cart
▋▅▍▄ ▋▄▉ ▊▅▄▇ ▆▍▆▇ ▉█▌▇▌ ▉ ▄▅▄ ▄▍▆▉█▍▇ ▉█▄▆▇▅▅▅ ▉▊▅▉▄▋▋▌█. ▍▆▍▆▆ ▊█ ▋▍▌▄▌▋▍▆▆▊ ▌▋▌ ▄▍▇▆▊▋▅ ▇█▅▆▆ ▅▌▊▅▍▅▆ ▌▉▉█▆ ▅▇▋ ▊▍ ▇▇▍▄▍█ ▍▍▋ ▉██▅ ▆▌▉▋▊▍▇▄.
road signs - bug fixes
road signs - mat
Fixed some alignment issues on answering machine UI
Fixed footstep sounds always being barefoot sounds after changing to other footwear in inventory (broke in 65844).
Cause:
- uiPlayerPreview called RebuildWorldModel with a custom playerModel
- RebuildWorldModel called SetDefaultFootstepEffects on the main player model, but then called OnDressModel on the inventory preview model
Player model was now reset to default footstep sounds, while the preview model got assigned the boot sounds.
improved uv2 ao on main train
updated mesh
Merge Main -> General QOL
Fixed damage numbers on newer workshop stages
Updated train model
Detailed cabin interior surroundings
separated cabin interior entirely from train mesh, now has its own uv2 ao
prepping for controls being modelled
fixed some gaps in the mesh
Miltun surroundings desert conversion
Backup 2022/05/05 19:40:00 UTC
Login api call
Map bump api call
Keep a record of every login
FPArms: fixes/improvements + separated raise/holster into rightmost SM
Send player login on connect
Send map bump on server creation
Add map name to login
StageSubmission game model
Data models
Store stage submissions in db
▇█▋▊▉▄▇ ▉▅▅▉▋▍ ▍▅▉▊ ▍▌▊█▄ ███▊
▉▊▍▄█▇▄ ▊▊▊▍▆█ ██▋█ ▆▇▋▇▅ ▇▅▅▄
Fixed geometry around remaining cliffs
Add MSAA to video options
Hammer: Fix PhysicsTypeOverride_Mesh shit not getting set, fixes shatterglass
FPArms: punching attack anims are now composited dynamically
When not idle, underlying animations can partially "leak through" for a more natural result
Summaries for constraints
Fix spazzing on structured buffers on unskinned meshes
Some rework on structured transform buffers, pass correct offsets (in theory)
Set constraint veclines to empty string so their helper doesn't get set to zero
▆▄▅ ▍▍▄ ▋▉ ▆▆▊█ █▋▉▉ ▇▍▊▉▇▅▅▊▊▉▊ ▊ ▋▊▉▆▌█ ▌▇▆ ▋▄▍▆█▌▇▅
Rename extension method
Simplify replay data
Generate and send over usable stage completion data, not just replays
▅▉▋ ▉▄▇▌ ▉▍ █▆▍▄ ▋▅▆ █▋▊ ▌▄▊▋ ▍█▆▍
█▆▍ ▌ ▊▄▇ ▅▆▊█ ▋▋▋▍▋▄▄▌▍▄ ▇▌▍▉▇▇▆▉▋▋▄▌█
█▇▍▊ ▉▍▊ ▉▍▊▄▄
Delete rubat_test.vmap
Add description to PhysicsConstraintAttribute
Added LengthConstraint.OnBreak output and Break input
Fix crash when no steamaudio reverb file
Try to use realtime reverb if none available
Updated mixgraph
Properly integrated compute CheckPlacement into foliage grid
Fix hold type on Blowtorch
Teleport players properly and run checks for portal grenade
Implement phys_slideconstraint in C#
▉█▌ ▄▌ ▆▋▄▄/▌▄█▆▅ ▆▍▉██
▄▅▍▊ ▉▌ ▋▌▄▆▇▆/▌▆▆▋▍▌/▊▉▌▇/▍▊▇▇▋▉ ▌▋▍▅ ▇▆▍▌▉
Backup 2022/05/05 13:40:00 UTC
View model blowtorch particle
Merge branch 'main' of sbox-corewars
Remove ItemEntity on Reset
Reset before game starts
Don't generate items in generators if not in a game
Add blowtorch particle effects
remove calc_audibility and all its bullshit
Force SteamAudioEnabled
Occlusion
Remove snd_steamaudio_enable_pathing
Fix vmix crash
Changed spatialize, added occlusion
IsServer check in GameState.OnEnter
Add Team.GetPlayers
Blowtorch uses Rust SMG model for now
Move CanHearPlayersVoice to state and add valid team methods
Add or remove valid team for TeamCore when it's reset or killed accordingly
Remove portal grenades on death
Better spawnpoint selection for players (choose any assigned to Team.None if no team spawnpoint is available)
Use Team.None spawnpoints if the game state is lobby
Do most simulation only if current state is GameState
Only assign teams in GameState keep as teamless during the lobby
Hide Hotbar UI if not GameState
Merge branch 'main' of sbox-corewars
Fixed pre settle affecting entities constrained by BaseConstraint derivatives
Constrained entities are not meant to be pre-settled
Rubikon: Fixed crash when enabling joint collisions in OnBreak callback
Re enable collisions on constraint break
BaseConstraint creates the joint on map cleanup
LengthConstraint works with world entity
Remove useless spawnflag from LengthConstraint that does nothing
Animgraph: Change group input/output network mode when the group does