248,649 Commits over 3,928 Days - 2.64cph!
added crawl to wounded player anim
updated blendtree and wounded player anims
Ball tweaks.
Floor lighting setup remade. Cheaper, less leaky.
TTT: fix propspec_allow_named setting not taking effect
The propspec_allow_named flag on the ttt_map_settings entity was being overwritten.
The default for all maps is still to disable it as maps will expect this at this point, and non-TTT maps that could allow named entity propspec possession are rarely played in practice.
Parameters for refactored soundlight
Added more debug info to "Invalid HitboxSet on something" warning
Added spawnflags and parent fields to FGD autogen
Playing around with an Orthographic camera
Merge branch 'master' of sbox-rts
Remove BuildCamera near/far tests
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead
Added better support for Orthographic cameras, you can now correctly use Vector3.ToScreen in Orthographic, and added Input.CursorOrigin. You can use Input.CursorOrigin and Input.CursorAim to cast an orthographic ray. Input.CursorOrigin defaults to the camera position when not in Orthographic mode.
Updated Countryside map
Cleaned up Nav mesh (still needs some work)
Basic art on another building
Better shadows
Made terrain flat
Moved some resources around
Reduced the amount of trees in some areas
Cleaned up mesh work
Fix text wrapping being a pixel off now we're snapping
Don't show error's stack trace on devnotice
Party placeholder
IconPanel has the iconpanel class always applied
Allow creating buttons with null text
Create Party.cs
Local.SteamId works in the menu
Callbacks for lobby invites
ClosePopups event
Added special css property pixel-snap - 1 snaps to pixels, 0 allows subpixel
Text doesn't have to be point filtered now
Reduced "fast" speed of Stag
fix for GetBestMovePointNear fallback nearest dist calc
No console spam when unmounted materials have bad refcount which prevents them from being cleaned up
balance tweaks
ballpit AffectBulletsInRadius bullet queries
more AffectBulletsInRadius queries, etc
Updated blendshapetest model with full set of morphs/debug eye animation
Small tweaks to citizen skin textures to account for the face moving
Sound light changes: Exposed light intensity ranges (See LightIntensities on prefab)
Added a second light slot and added secondary light colours to each colour profile
Add sfm to the tools to rebuild after everything else
Merge from voiceprops/dlc
Removed a bunch of unnecessary components from the static connected speaker (cargo ship)
Adjusted dismount positions of cargo ship pa
Fixed gibs not spawning properly in demos after repeated loops/scrubbing
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Added crawlingminhealth and crawlingmaxhealth convars
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks
This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
Fixed ducking while crawling affecting the player's view position
More eye fixes, crawling looking good from first-person at all angles now
Tweaked scaling of microphone stand, should be consistent with guide now
Fixed eye position not handling view offsets with a z offset (keep old handling for mountables where we want to cancel the x/z - see #22833)
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Get the view height right for first-person crawling. Change crawling cam to FirstPersonWithArms. Fix BodyLeanOffset not handling view offsets that aren't y-axis only.
Fixed not being able to select inventory slots 7-9 with slot keys
Merge pull request #15 from gvarados1/patch-1
Fixed not being able to select inventory slots 7-9 with slot keys
Add ModelBuilder.WithSurface to set collision surface property
Various changes to accommodate crawling into eye and view code
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Add crawling position to the IsPlayerVisible checks
Reduced eight IsPlayerVisible check methods to one.
Debug ECS rect bullet collision box rendering in editor
Don't use TransformData scale for ECS collision
ECS Bullet.NumShotPatternsConstant support
Fixed some ECS bullets being removed too early when out of bounds
Pause menu while watching a replay now says rewind instead of restart
Change ModelBuilder API so it uses a struct
Fix the slow animation always playing on the world space player. All correct syringe animations now play
finished street lamp parts lodding and phys creation and setup
All the various parts should now be fully lodded and physics shapes created
Merge branch 'master' of sbox
Fixes for Thai feedback on street lamps
Still need to fix a couple of things, but adding in for safe keeping.
Merge branch 'master' of sbox