249,462 Commits over 3,959 Days - 2.63cph!
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
RubikonI: Ignore contacts with zero TOI in CRnBody::SolveTOI, this fixes physics getting completely stuck but worse case is CCD fails
Fixed UnityException in PixelChunk DynamicUpdate on worker thread
Give light_omni a different icon from light_spot
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Offload dynamic update work from the main thread
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Fixed 'Mesh Selection' not working on SupportsSolids entities
Actually use the highest value of the ground height + 100 and the vertical offset
Raise the minimum height of the aircraft