248,575 Commits over 3,928 Days - 2.64cph!
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
default v to +iv_voice, moved +iv_view to c
Refactored voice stuff (moved most stuff to Voice class, moved out of addon code because we need more oversight and need it to control different PTT preferences and need it to work with parties)
Add common funcs to all joint builders
Add motor funcs for SphericalJointBuilder
Add IsValid and Remove funcs on all joints
AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs
Merge branch 'master' of sbox
Set b_noclip in StandardPlayerAnimator
Fixed crouchwalk sidewards axis being reversed
Fixed Client.All being empty (fixes chatbox etc)
Remove GameBase.Current, add Game.Current
Killfeed works again
Fixed Winch/Rope scaling wrapping around at length of 100
cfg/network.cfg is no longer considered userconfig, and is ran before autoexec.cfg
Increased forced defaults of "rate", "cl_cmd/updaterate" cvars to 100k and 66, from 30k and 30 respectively. This only affects clientside settings, which are overridden by server's settings (sv_maxrate, etc)
Create SpawnPoint.cs
Added Game.MoveToSpawnpoint( Entity pawn )
BasePlayer.CreateHull
Noclip works again
Don't pass client around for purely clientside stuff like camera and input building
Add Local.SteamId, Local.DisplayName
Make sound.Add act as override on x86-64 too
merge from AI hdrpb merge
reapplied monument changes
merge from impact_effect_scale
merge from hdrp_art_backport
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CNetworkQuantizedVector can get fucked
merge from backport_bugfixes
Added an onscreen tip to explain the throw/drop controls when first using a grenade
Merge from wearable_eyes_view
Added a HideInEyesView toggle on Wearable that disables clothing when in the eyes view (injured)
Applied to wolf headress, metal mask, nvg, bandana, balaclava, riot helmet, clatter helmet, coffeecan helmet, burlap headwrap, plate helmet, skull headdress, lunar new year masks, easter nest hat
Added an enforceClipWeights weights toggle to the AnimationEvents component that ignores any events from clips with less than 50% weight
This prevents events double firing when transitioning between states (eg ejectShell triggers on fire and fire_ads clips)
Enabled on m39 viewmodel, fixes multiple shells being ejected on every shot
Let's not get ourselves into another Bandid Camp or CargoShipTest situation. Rename SoloSubmarine to SubmarineSolo to match the SubmarineDuo naming scheme
For whatever reason UI shaders never seem to be lit quit right, ending up too bright or dark in different situations. I've now made a basic playing card plane and applied the card texture to it, and using that as the backing for the community cards instead. That gets it lit correctly, and then the UI component just adds a multiplied sprite of the card's actual content. Same trick the hand-held cards use.
more color tweak/ changed env map placement
Merge from blink_sleeping_fix
Merged CloseEyes call into sleeping conditional block
Another attempt to fix the ConstructionSkin.SpawnGibs NRE
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Reworked internal colour handling, removed an RPC and added a new ServerRPC method that takes 6 arguments
Send the colour of the new line every time rather than relying on client and server to be in sync
Fixed line prefabs missing colour setting
Better context menu support and phrases setup
Adjust card material brightness
Merge CardGames->Main again