238,093 Commits over 3,837 Days - 2.59cph!
Added PhysicsBody ManagedHandle
Added PhysicsWorld ManagedContext
Added ManagedContext, set it on created PhysicsWorld
Interop: Allow multiple TypeNameAttribute
Interop: Added [Handles attribute syntax (see engine\Definitions\readme.txt)
Switched ManagedHandle to an int
Made PhysicsBody a Handle type
Ragdoll tweaks
Topological facelift for Isle Alistair
Add vphysics/rubikon to sbox_game
Enabled parallax for terrain sample
Added Transform.WorldToLocal, Transform.LocalToWorld
entity.CopyBonesFrom( ent )
Added DebugOverlay.Skeleton
SetBoneTransform also sets the physics object tx if the bone has one
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finished invasion pattern difficulty scaling
SuspendDownloads added to public API
Merge pull request #504 from DeKon0650/add-suspend-downloads
SuspendDownloads added to public API
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Merge from camera_recording
Added graphics.dof_focus_lookingat to switch the dof target to what the debug camera is looking at
Allow WorkCart driver to hold A/D to select a track when passing through a junction.
WorldSpline NRE bugfix.
Prevent PathInterpolatorLUT complaining about being uninitialised during initial generation
Fixed treeDistanceUponFalling not getting set on trees which was causing effects to be run on trees that fall far away from the camera
Fixed not being able to equip bone armour with bone helmet
Add some more bits to the train tunnels scene for testing
Fix player interaction bug: If an semi-valid trace was penalised but no subsequent trace was acceptable, the semi-valid trace was lost. Fixes difficulty in upgrading door frames.
Probably fixed Keyvalues loading integer values incorrectly on 64bit linux/osx
Added WorldSpaceGrid.IndexToGridCoords / IndexToWorldCoords / Copy
PathFinder.FindClosestWalkable bounds checks
TerrainMeta.InitNoTerrain also sets Position and OneOverSize
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trigger_push additions: (fgd included)
Spawnflag 4096 now acts like it does in CSGO - properly takes into account mass and multiple physics objects
Added "SetPushDirection" input
Added "Only falling players" keyvalues
Campaigns can now specify background tint
Added "Always" unlock condition
Rename EngineEntityBase to NativeEntityClass to avoid ambigiuty
Can create pure clientside entities
Updated all Lerp/Slerp functions to have an optional clamp param, defaulted to true
Proper versions of Set/GetBoneTransform
Fixed AnimEntity NativeEntityClass
Wip test code
Merge branch 'master' of sbox
get rid of added code, it was a compiler bug after all as suspected
Now using new lock icon, fixed highlighting locked items in campaign
Made "INCOMPLETE" more faded
Only show unlock condition if all prerequisite stages are also unlocked
assigned trees to WB2/3
tech tree dialog now opens the correct tree automatically