250,072 Commits over 3,959 Days - 2.63cph!
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
Adjust use_other_wounded viewmodel animation event position and overall speed so that the event fires right at 5.25s
updated vm healing player wounded and updated speed playback of anim in animator
CraggyIsland back to
60777
Updated disco & soundlight prefabs
New discoball cubemap with better dynamic range for the dots
updated override controller to play correct anim when healing wounded players
backwards compatible version of the Set/GetColor changes
Change PhysicsBuilder to a class
updated vm anim for healing wounded players
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Meshes and physics meshes use signed indices because they're better to work with
Fixed unit targets being cleared when they are no longer selected
Very much improved the camera control / system
Fix flashlight world light being enabled before it's active
Only show fog when active / in a game and you're not a spectator. Changed camera angles to isometric-ish and have a wider view angle and predicted zoom level.
Merge branch 'master' of sbox-rts
Map Updates
1st Pass of resources
Minor art
Merge branch 'master' of sbox-rts
added basic tower patrol path
wip trainyard AI setup (as prefab). Trainyard test scene.
Added * operator for BBox to scale but on the right branch this time
Cache the item getter for entities. Added a starting position and LoS for the seen history for each player. Added visible bounds entity and more thorough bounds checking against world.