250,324 Commits over 3,959 Days - 2.63cph!
Fix load order issues with vehicle fuel
More optimizations to height and trace queries
Citizen/animgraph: airborne side selector
(During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
Duck to brake
Jump dir based only on pitch
Fix up some problems with slopes and getting stuck
Rotate when in noclip
Disable momentum, reduce max lean
Not grounded if moving up
Add platforms to playground
Merge from FirstPersonSpectate
Fixed third person mode when spectating
Make all FirstPersonSpectatorMode variables private
Added LocalPlayer.SpectatePlayer that will return the player being spectated and null otherwise, this should be used when there is specific behaviour that is required when in spectate mode (not in regular gameplay)
Remove some redundant spectator checks
Simplify access to first person spectator state, remove IsFirstPersonSpectating and IsLocalPlayerSpectateAware
Check against the actual values instead (FirstPersonSpectatorMode.FirstPersonSpectatePlayer and LocalPlayer.EntitySpectateAware
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Merge Main -> VehicleUpdates
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Add big ramp to playground
Better handling for up and down slopes
Perfect pedals add flat gain instead
Add splitting and physics to experimental voxel surface
Add terrain to playground
Bit of cleanup
Jump in direction you're leaning
Add some surface types to playground
Water box
Surface friction
adding hotspot material/textures, attach rope particles, prefabs
Merge branch 'master' of sbox
Greatly optimize SDF reflections with AABB checks
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Arctic research base scene progress
Placeholder meshes and prefabs for new portacabin variants / added roof units
Wire fence placeholder meshes and prefabs
Snowy material and texture variants of various assets
Arctic base modules / custom meshes and prefabs
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine
VROverlay class in managed with rendering props and render update loop
Basic VROverlay in Sandbox.Menu with a render target texture of the menu UI - probably a shit place for it but can be moved easily.
https://files.facepunch.com/matt/1b1811b1/vrmonitor_A6tO3ufJP9.png
Iterate on VROverlay API, make the coordinate system match engine, poll events and simulate input in the menu.
QBrush, Scrollbars
Rect, Path, Line
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Make ellipsoid shapes correct
Break glass on touch if the panel is broken, allows players to move through it easier
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Fixed stack overflow when deleting models with lots of models of models
Tighten up movement, fix slopes
Mouse buttons to pedal
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