249,462 Commits over 3,959 Days - 2.63cph!
buildmapdialog: Don't try to remove maps/ from map path if it doesn't have maps/ in the path
Removing a bunch of unused FOV code
Merge branch 'master' of sbox
Handle blast forces on ragdoll
add explosive rust barrel prop
Move the fgd's into their own folder
Fix occasionally booting to black screen due to menu compile race condition
Fixed NRE in shop phase on ballpit when using ECS bullets
Entity FindByIndex uses dictionary
Add EntityHandle
Replicate uses Object.Equals
fix crash on low ammo death
Vitals styling
Low ammo colour
Applied Biome Visuals script to overgrowth foliage prefabs
Deleted base/content
Fixed CBaseFileSystem::GetModPath returning dumb paths
Added gib overrides and disabled read/write on some high memory meshes:
Chippy arcade machine
Fluid switch
Piano, xylophone and drumkit
Beach chair, parasol and beach table
Wooden watchtower
SAM sites
Beds
Graveyard fence
Workbench 1, 2, 3 (and removed gibbable components (from static versions)
Computer station
Chocolate eggs
Neon signs
Fix launchsettings.json wrong folder
Fixed difference between main and backport caves terrain anchors
Added a shrink colliders option to the gibbable editor
This shrinks colliders on the gibs until there are no longer any overlaps
Should help some gib setups with lots of overlapping pieces exploding apart when destroyed
Add citizen props spawn icons to here as a temp workaround
Poker - end the game as expected when one player leaves a two-player game (regression bug on Staging)
Don't make the player hold space/esc to leave the poker UI if they aren't in a game yet
boost the physgun angular damping when snapping
PhysGun needs to inherit IFrameUpdate for effects
Merge pull request #5 from handsomematt/physgun-iframeupdate
PhysGun needs to inherit IFrameUpdate for effects
Add rotation snapping to PhysGun
Merge pull request #4 from handsomematt/physgun-snap
Add rotation snapping to PhysGun
Code review: Use MovePosition instead of Teleport in HandleMountedOnLoad
Update flashlight animgraph
Use rust flashlight viewmodel
Add a slight flashlight toggle cooldown
Admire flashlight with attack2
Add rust flashlight viewmodel
Adjusted seat positions on card tables, fixing the ones where the player's held cards could clip into the table contents
Split up player logic some more
Lights and lamps play a sound when toggled on/off
Player checks for use disabled by asking the active child
Fixed players dying while playing poker causing the cards they were holding to stay floating there. You know you can't play with ghost cards, bro.
Let's get rid of the car entity for now until it's remade properly
Fix drone not scaling properly
Better scrubbing logic, resume playing if the demo was playing when the timeline received input
phys_debug_draw FCVAR_CHEAT
WIP new timeline scrubber with active shot overlay
Fixed shots getting stuck at paused in some cases
Fixed rect ECS bullets being invisible if they don't specify widthMods
Make sure RandomChunkData gets re-initialized after stage reset
Added ECS bullet gizmo drawing in editor
Fixed ECS bullet divergence when resolving multiple unit collisions
Citizen V2 physics, ragdoll, hitboxes
Make light and lamp ents spawnable in ent menu
Fixed SetFloatFixed using the deltaTime parameter instead of the dampTime parameter in the dampTime field.
Reduced 'speed' and 'vehicleSteering' dampTimes since they became pretty slow - since all the parameters have been using deltaTime instead of the actual dampTime since
35700 this wasn't visible before.
This bugfix fixes the glitchy animations on players holding guns in demos, although that seems to be partly related to another bug where demos are running around 4% slow.
Only populate spawn menu with models that have a thumbnail (this is gross but deciding what to put in the spawn menu is temp anyway)
Fix citizen ghost not compiling
Dump citizen thumbnails