248,704 Commits over 3,959 Days - 2.62cph!
Ragdoll force on physics impact damage
Add WithPosition and WithForce to DamageInfo
Set damage force on physics impacts so ragdolls can use it
player bullet repel tweaks
increment progression
Merge branch 'master' of SpaceUsurperUnity
spawn blink for nightmare xulgon pattern
Flashlight can be used as melee weapon with secondary attack
Update flashlight animgraph
Merge branch 'master' of sbox
updating WIP construct, split prefab, adding mats
Merge branch 'master' of sbox
Scss support for @import
Merge branch 'master' of sbox
Refactoring a ton of stuff to work with s&box
* Got rid of unsafe code in compression utils
* Replaced Guid use with a custom Uuid class because using Guids required Unsafe
* WIP refactoring network serialization to use a codegen'd binary serializer instead of JSON because System.Text.Json can't do inheritance
AnimGraph: Start renaming newly added params/motors/tags when added
Populate campaign menu synchronously, but generate stage icons async
CampaignData changes to support categories
Added a fog_bounds entity that can be placed as a brush in the map to define the FoW bounds
Add ModelBuilder API
Setting mesh buffers also sets the ranges to max element count
Variable parsing
Stylesheets can use variables
Throw if stylesheet tries to use variable but no variables
Stylesheets can inherit variables from previously loaded stylesheets
Renamed b_hit to hit
Lerp the duck
Procedural hit reactions node changes
Animgraph updates
Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
Can now pass a BulletQueryData to AffectTouchingBullets
Changed BulletPattern.IntVar type
Log an error if an ECS ParentBullet of a pattern is accessed in scripts
Turn Bumper update into a job, boilerplate for similar optimisations
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Fix for UIBackgroundBlur grabpass being offset.
Fixed missing else in duck code
Updated animgraph with new parameters
Merge branch 'master' of sbox
Added PhysicsGroup.Sleep
Added Sleep, Enable/DisableMotion inputs to func_physbox
Remove ModelEntity.ViewOffset
Decal defaults
Fix errors when setting NetworkComponent networked values in constructor
increase NET_MAX_PAYLOAD
Making some stuff in Duck virtual even though deriving stuff from these classes is doomed
Merge branch 'master' of sbox
Undo player tag changes to triggers
Avoid allocations when using TouchingEcsBulletsEnumerable
Fixed ECS bullets with a custom OnHitPlayer sometimes not despawning
Change to Bullet.IntVar that might break legacy replays
Triggers: Use "player" tag to detect players
Also fixed entities with Health <= 0 not being able to touch triggers, we now only check for LifeState != Alive for players
Viewport wasn't properly init at that point
Temp fix for VR viewports being broken when moved
merge from /train_tunnels_new_content
updated tunnel entrance bunkers - a, b, c, d underground volumes
Fix VR spectator viewport being horribly broken
Hitch & trough can now be placed down narrow triangle passages
Fixed Lua errors in scoreboard when a player leaves the server
Fix crash when outside of VR
Added a second argument to util.GetModelMeshes - a table of tables where IDs are boneIds and contain a table of 2 keys: matrix and parent
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Create Sandbox-Engine-Game.sln
Merge branch 'master' of sbox