240,171 Commits over 3,837 Days - 2.61cph!
Added *_hand_ik.position and *_hand_ik.rotation parameters + hooked them up in the Animgraph
Made building blocker more translucent
Was almost opaque hard to work with.
Added AnimEntity.SetAnimRotation, AnimEntity.SetAnimTransform
Revert "Fix scissoring on world panels"
This reverts commit 5ca662a2c3b0e34dc60a1dd3fd0d28715d7a23c0.
Revert "Disable software scissoring on world panels for now"
This reverts commit 17c1b771a1c4d76d3286317b2d7bbc1c9b915533.
Create Developer-Clean-BuildAll.bat
Bone position override tests
Merge branch 'master' of sbox
Revert "Fix shadow list not being updated if we only update the number of shadows"
This reverts commit f17d096ce13cb419391b40f6b70927f692aef956.
Revert "Add rebuild time limit when we change only the text shadow too"
This reverts commit 3cd759544e3d54ffdef34ffa7a47e1cd0831965b.
Revert "Remove debug text"
This reverts commit 239338aad08de0888f7bdba44721b03f4139b070.
Revert "Cache text bitmap for text shadows, don't rebuild all text if we are only updating shadows"
This reverts commit 7b336418e0cda0109d73dcc8e4094570e26f0f99.
Testing computing points for particle effect spray.
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Set a low znear for viewmodels to avoid clipping
Cache text bitmap for text shadows, don't rebuild all text if we are only updating shadows
Remove debug text
Add rebuild time limit when we change only the text shadow too
Fix shadow list not being updated if we only update the number of shadows
Pass position until corner to UI2 shaders
Fix scissoring on world panels
Repalce some possibly incorrect usage of FLT_MIN with -FLT_MAX, affects IKRules and displacements
Disable software scissoring on world panels for now
Bound additional Sequence methods and callbacks for OnNewSequence and… (#23)
* Bound additional Sequence methods and callbacks for OnNewSequence and OnSequenceFinished
* Added descriptions to new sequence methods
Added descriptions to new sequence methods
Add Angles.ToRotation()
Fixed multiple [Event]'s causing errors
Pass UserCmd to managed as pointer
Include tracked_controller_manager in sbox_client
Remove obsolete PhysicsBody.Pos, Rot
Add PhysicsBody.Transform
Fix Entity.Transform not setting scale
Added Input.VR
Merge branch 'master' of sbox
Bound additional Sequence methods and callbacks for OnNewSequence and OnSequenceFinished
Remove check for IsConCommandBlocked existence, it should exist on all clients now
Fixed duplicator and saves not working
Fixed an issue with constraint.GetAllConstrainedEntities
Fixed constraint.GetAllConstrainedEntities returning all entities constrained to world if the given entity is constrained to world
Fixed a potential bug in materialsystem to do with PO2 rejection on texture load
Fixed a bug in materialsystem where NoMip textures were trying to read past EOF looking for mipmaps, resulting in "Error unserializing VTF file... is the file empty?" errors
Fixed constraint.GetAllConstrainedEntities returning all entities constrained to world if the given entity is constrained to world
Fixed units not automatically attacking buildings in range. Fixed units moving through buildings when told explicitly to attack something. Changed Occupy command to Shift + Right-Click. Changed Deposit command to RepairOrDeposit. Added a repair system for buildings which uses a fraction of the resource costs for the building each second while a Worker is repairing it.
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Added health to each building that makes some sense as a jumping off point and reset population and resources to default
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Disable normal debug overlay lines on unit entities
Don't render the Building Blocker entity...
Added rts_building_blocker entity and support (updated GhostBuilding to use touch events)
Fix exceptions in PlayerModel.Legs, UpdateWaterDrinkingPoint and GetLocalVelocityClient (Potentially modded server issues)
Apply fix for not being able to hot swap fishing rod to cassette recorder as it had the same bug
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Don't allow toggling light sources on held item on/off while gesturing
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Don't rotate on an axis if rotation amount is 0
Fixed one of the Ch47 map marker rotors not spinning
Move fishing bobber with rigidbody force instead of position setting, looks a bit smoother and removes the need for a raycast every frame
Still needs some testing, might be better for next month
Remove unneeded DoServerDestroy check
- If vehicles are ent killed, the player is never properly dismounted. Make sure steeringTargetDegrees and hideClothing get reset correctly anyway.
- Hide all clothing for players in subs (when local player is not in the sub), not just headwear. We can't see them anyway.
- Small performance change in ClientUpdate. Don't call GetMounted and isMounted so much.
Moved fishing process to a budgeted update
Has a higher budget threshold since any time gating that happens will affect input, but the performance gains from moving it to ServerMgr inside the physics sync should make up for it
Hammer: Fix grid dots when zoomed out
Potential fix for GetWorldSpaceLineRendererStartPoint NRE (seems pretty rare)
Offload dynamic update work from the main thread
Fixed UnityException in PixelChunk DynamicUpdate on worker thread
More Pxc_PixelGroup optimisation
More Pxc_PixelGroup optimisation