239,402 Commits over 3,837 Days - 2.60cph!
Move Work Cart dismount points backward to help account for client/server delay
Fix warnings on boot from non player models
Fix errors when cancelling a gesture too early
Move all viewmodel gestures to the same layer (we're not treating 1h/2h gestures any differently now)
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BulletSystemMethodCall can now use static methods referencing components
Basic OnFixedUpdate support, only for burst-compilable stuff
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Merge main -> random_opt_2
Fixed HapisIsland and supermarket roadsign prefabs. Same fixes as done on HDRP_Art_Backport branch.
Initial progress on fixing array parameters for RPCs
Fixed data pointer being moved by incorrect size variable
Fixed data pointer being moved by incorrect size variable
Updated supermarket roadsign (although it's unused (disabled) anyway)
Checked over roadsign prefabs in monuments after merges may have stomped them.
Fixed some or all roadsigns on:
powerplant
military_tunnel_1
radtown_small_3
HapisIsland
Checked and already looked good:
junkyard
compound
airwolf_compound
water_well_a
water_well_b
water_well_c
water_well_d
water_well_e
fishing_village_a
military_tunnel_hapis
Default binds for M4 and M5 keys
Example Hammer sprinkle definition
removed old gestures, added full body anim test
Updates to gesture intro/outro curves, changed duration length on wave.asset
Default bind Mouse4 to lastinv and Mouse5 to voice chat
Fixed border of "Server is full" button to match the color of the button itself (Community Contribution)
Change disabled button border to fit border color (#1778)
Hammer: Texture Browser => Mark now marks decals/overlays if no solids with given texture were marked
Hammer: Made "Show Detail Objects" save across sessions
Hammer: Increased textbox size of Texture scale so it fits the longest value it can have
Hammer: Added a tool tip for ID_TOOLS_DISP_DRAWREMOVEDVERTS
Hammer: Added fade distance keyvalues for prop_door_rotating
Hammer: Added a warning when trying to convert a displacement to an entity.
Hammer: Minor visual adjustments to Object Properties window
Marked certain Hammer config files as userconfig so they do not get wiped on branch change/verification (You can still delete them and verify to reset)
small rock clutter is smaller and culls sooner
reworked military tunnels level to include tunnels entrance station
Ground foliage spawners for tundra and temperate forests
Tweaked alpha coverage on beech and oak trees to make them softer at distance
Removed some unused spawners
Foliage.procmap.v3 update
Fixed keyframe property animations looping incorrectly
Fixed some bullets having invalid IJobChunk queries
Fixed ECS bullet moveMode check
Working on generating despawn keyframes
Fixed some keyframe animated property edge cases
BulletPatternData is no longer an ISharedComponentData
Tell bullet patterns when all child entities have been removed
Initial progress on fixing array parameters for RPCs
Check permissions for suicide, noclip, devcam
Merge branch 'master' of sbox
Voice chat UI and attempt to network voice data properly
reworked water treatment plant level to include tunnels entrance station
reworked powerplant level to include tunnels entrance station
static prop version of the workcart for monuments
updated small rocks snow material
updated small rocks snow material, test zoo scene
Throw weapon on drop
Delete ragdoll after 20 seconds
Ragdoll collision groups
Crossbow bolt use DeleteAsync
Fixed GameTask not running
Add GetInteracts* for collision property
Removing unused code
Bind ModelEnt.SetInteracts*
Give player CollisionLayer.Player
Explicitly define player movement layers
Layer caps
Added Entity.DeleteAsync( float seconds )
Weapon collision group so player doesn't stomp it through the world
updated small rocks snow material
reworked airfield level to include tunnels entrance station
Fixes for cliff shaders. Particle Accumulation layer can now use manual world normal mode.
Applied slow moving footstep sound fix
Removed a couple of new unused HumanNPC functions from merge, now that I've verified they're not used.
GetBestRoamPoint merge/changes /refactor