241,596 Commits over 3,867 Days - 2.60cph!
Enable read/write on Workcart gibs
Removed the off-track code for trains entirely. Trains are now either be on track or dead. Derailing never worked well as often the moment a train is destroyed occurs when colliding with something, and if the switch from kinematic to non-kinematic (derailed) occurred with the train partially inside something, it'd go flying off unpredictably.
Workcart spawn changes:
- Don't snap to track based on collision with it; look in a sphere near the wheels instead
- Snap reliably to the exact track position the train is sitting on
- Look for track on initial spawn only. If we're derailed, we're not getting back on
Updated cinematic controller to include additional generic animations
WIP for pushing against a static barricade to damage it. Will come back to finish this later
Remove a redundant IsInvoking check
Fixed bullet system codegen regression
OnKeyframe, isPositive support
Circle skew property support
Hammer: Texture Browser's current selection is now a read only editable text box so you can copy from it
Hammer: Changed the default 3D view type to "Textured Shaded" from "Wireframe"
Hammer: Moved the "use count" in texture browser above the texture name and fixed the opaque/self-illum/transparency icons to display properly
Hammer: Made the "Entity Report" window a bit wider and stretched the bottom controls to the right edge
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
Pipe DoF stuff to pipeline through Renderingworld
Trim a bunch of HLVR rendering code
DevCam autofocus and bind DoF to C#
Post process with DoF
Merge branch 'master' of sbox
Merge Workcart -> Experimental
Update work cart parenting volume coverage
Train tunnel corridors and stairwells final models /LODs/Colliders/Prefabs
S2P tunnel entrance scene
Update API
Don't try to reload if we're full
Add dm_yard
default gamemode to sandbox
Debug list active games
Train track barricade mesh / collider and gibs
Many improvements to the steamworks library:
* More safeguards against invalid Lua states
* Throw type errors when a callback is not given
* steamworks.DownloadUGC now has an internal queue and displays download progress just like workshop subscriptions would (this also includes dupes now)
Translate steam error code 10
Fixed more compile warnings
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Removed unnecessary arguments in C++ => Lua workshop download callbacks in menu state
Fixed a potential issue with Workshop Subs not properly marking files as downloaded
Fixed DTree_Node.MakeFolder producing errors in certain case due to recent changes
SteamAPI Errors on non first page of Dupes/Saves/Addons/Demos will not hide the pagination
Handle replicated vars a little bit differently if not in game
Game Screen work
Merge branch 'master' of sbox
fixed tunnel colliders not having read/write set
updated tunneldweller weapons
fixed issue with NPCs using semi automatic weapons sometimes double-firing
NPCs set their obstacle avoidance priority based on velocity (slower moving NPCs now get out of the way of fast ones)
Stop horse from marking transform changed every frame on server. No longer necessary to use this to improve client interpolation as it's handled in BaseEntity.Server now.
updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
merge from attack range multiplier changes
Fixed undo.AddFunction changes being undone by previous commit
merge from flame_turret_opt
Fixed another issue with BulletsInRadiusEnumerable
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SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
Depth of Field
Refactor postprocess shader
Fix offsets being wrong when reading depth on a viewport
Attack range multiplier (and related attack events) test changes.
junkpile_a cover point tweaks