240,127 Commits over 3,837 Days - 2.61cph!
Fixed [Spawnflags] inheritance. It will search base type recursively until it finds [Spawnflags], or you can override by having [Spawnflags] in your entity. Each [Spawnflags] enum field can now have a [Spawnflag(Name, Help)] attribute on it to override the name and help string.
Prevent all view direction change while incapacitated
Calling inure or injure_player console command when in crawling state now progresses to incapacitated state
Merge from voiceprops/dlc/achievements
Merge from voiceprops/dlc
Adjust first-person crawling eye position
Fixed not being able to repair deployed boom boxes while they are playing
Reduce crawling player model collider depth from 0.75 to 0.2 to stop them being able to push other players
Cancel gesture via an RPC and not a signal
Better behaviour for held boom box and recorder tool when holding player sleeps
Remove a server side debug key accidentally left in
Make it easier to push flip a rowboat over. It was really difficult for one person on flat ground.
Be more lenient with seat clipping checks, now finishing the check right at eye level. Fixes player hitting their head on the damaged floor above when riding a horse at Water Treatment
Add rifle ammo to my loadout
Removed the diesAtZeroHealth bool that I added some time ago for vehicle modules. Use a system similat to BasePlayer instead, just overriding the Die() method to not die.
Everything that was currently using diesAtZeroHealth = false:
- BaseVehicleModule now uses a blank Die() method instead.
- computerstation.static, ReclaimBackpack, ReclaimTerminal, StaticRespawnZoneBandit, StaticRespawnZoneCompound, microphonestandio, and elevatorioentity were immortal so wouldn't take damage already.
- StorageMonitor.deployed has been changed from DeployableGeneric protection to Immortal.
Now that wounding is single-stage again, Die() no longer needs the canBecomeWounded bool. Remove it.
Revert "Update vector usages"
This reverts commit 574545247ea82c3e9838f84e16d6a068d1bc0c96.
Cherry pick everything (rip branch explorer)
Don't add runtime creates models or meshes to dictionary.
Sunday experiments, dumping code on this branch in-case its useful to layla
Added missing documentation and SetSeed method (#11)
* Added missing documentation and SetSeed method
* Have all methods be an extension of System.Random and the Rand static class refers to them
Have all methods be an extension of System.Random and the Rand static class refers to them
if animgraph owner entity is purely clientside then act like we're a server animgraph (actually work)
Added missing parsing for border-color and border-width in Styles.Set.
Merge branch 'master' of github.com:Facepunch/sbox
Concrete barrier lod changes
Merge branch 'master' of sbox-game
Fix project gen putting launchSettings.json in the wrong place
updated WIP construct map
Added missing documentation and SetSeed method
Remove Mesh.DeleteBuffers not needed as Meshes seem to be refcounted and cleaned up automatically
No need to delete buffers
Concrete barrier changes
changes to base mesh, bake and added lods
Merge branch 'master' of sbox-game
Added "low crouching" poses to all holdtypes that didn't have one yet
Added proper hitbox HITGROUPs to left/right arms/legs
Improved shotgun attack animations + a few other minor tweaks
Fix text texture background always having 1 opacity
Universal "carry anything" holdtype
Support text-decoration
Merge branch 'master' of sbox