239,684 Commits over 3,837 Days - 2.60cph!
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
adding office wall fixtures, textures/materials tweak
Merge branch 'master' of sbox
added conveyor belt triggers to shredder
fixed client/server mismatch on shredder
added hurt trigger to shredder
removed debug.logs
fixed no client collision on mangetcrane arms
added proper gibs/explosion effect to magnetcrane
fixed magnetcrane auto-despawning after server was up for 4 hours
Do not disable collisions when parenting brushes to one another (Experimental)
Whitelist System.Attribute, System.AttributeUsageAttribute
Changed how handle objects are instantiated by interop so we don't end up with confusing and unusable public constructors
Possible fix for non-existing entity in OnOutOfBounds ECS callback
Easy way to disable backgrounds for Switch performance testing
Fixed yet another cause of pixel chunks hanging around after a reset
Enable modeldoc editorconfig (enables bonemerge preview)
Fixed some issues with native scaling
Whitelist additional exceptions
Whitelist System.Private.CoreLib/System.SByte
Add Render.SetLighting
Add SCENEOBJECTFLAG_EXCLUDE_GAME_LAYER
Added SceneObject.Flags
Another ELayerEnum
Merge branch 'master' of sbox
Reduce r_size_cull_threshold
Prevent weld constraint assigning a global variable with the last created weld (Community Contrib)
Prevent Weld save its Constraint to global table (#1792)
extra terrain anchor for cliff_double_height_d
Fix cssbox leaking one pixel if a background image is set
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
Fix vulnerability typo
Merge pull request #83 from Cheatoid/patch-1
Fix vulnerability typo
Predict placing the white ball for a smoother experience
Temporary RenderEntity tests (not working at the moment)
Map icons for new CSGO maps
Increased junkpile_g AIZ bounds to 15 to match a.
Fixed bounds on junkpile scientist, which was causing LOS check issues.
Added CraggyIsland_AI_Junk test scene.
Citizen V2: changed hold_X bones in the bindPose to be rotated forwards (FLU/XYZ) *relative* to the hand as opposed to relative to world space
Added some BBox extensions, rudimentary ball placement code (visuals coming) within white area, player gets second shot when potting their own color
Added "menu_cleanupgmas", "mat_specular 0" and "Addon missing file, nothing to mount" issues to Problems panel
committing some missing metas
Arid cliffs - more accurate colliders
Added VertexBufferExtenison to addons/base
Added UseCalculatedCoverDistances toggle to AIInformationZone.
Updated backport junkpile prefabs to use new AI.
AI test scene folder rework, started porting test scenes to new hdrpb craggy.
updates to magnet crane animator & anim clips
Remove 'DrawArray' Debug output
Automatically convert Color to Color32
Vertex Buffer boiletplate
Can add vector3 to bbox to move it
Added SceneLayerType enum
Added Render.Layer to get current render layer type
Added RenderEntity.RenderBounds
Fixed file.Find not working for some addons
Temperate cliffs - more accurate colliders
Can add [Event]'s to panel methods
Minor layer edit to modular car chassis
Internal support for grouping shots in folders, updated relevant directory paths
Changed one of the front cylinders back to world layer, since it might conceivably bump into stuff
CylinderBase01, CylinderBase02, CylinderBase03, CylinderTop02, Collider (the small one on the arm), and CylinderTop01 changed from Vehicle World to Vehicle Detailed. The Vehicle World layer is only used for actual driving physics, so anything that's not a big chunky area of a vehicle can probably be on the Vehicle Detailed layer instead, which handles the detailed collisions from players or bullets.
Changed magnet crane fence colliders from Vehicle World to Vehicle Detailed layer
Fix magnet crane eye position body clipping