248,606 Commits over 3,928 Days - 2.64cph!
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Working on letting bakes have shared resources
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new train tunnel elevator movement sound
minor reverb tweaks
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These errors are acceptable, happen after hotload
FirstPersonCamera stores its last worked out pos instead of counting on incoming value
Some rust/nature converts
Rust Exporter handles foliage better
Rust Exporter: Straight copy the texture if you can
Rust Exporter: textures all in one folder, don't copy over
Rust Exporter: Handle multiple materials
Merge branch 'master' of sbox
rust overgrowth
Touching these
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Remove debug code from Browse > Addons
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Fixed the default screen resolution selection so it should now select the desktop resolution
Allow AnimEntity and PlayerAnimator to reset all params
Hammer: Added info_lighting_relative to the fgd
Hammer: Added (Set)LightingOrigin(Hack) inputs and keyvalues to prop_dynamic and all NPCs and (Set)ModelScale for prop_physics, prop_dynamic and NPCs
workcart gibs correctly assume override colors
temp fix for underground gunshots being heard on the surface
Fixed TerrainPath.DungeonRoot not being set when the map is loaded from cache (blind commit since Unity is stuck on startup)
Hammer: Fixed unintentional auto vis group rebuilds due to recent changes when scrolling textures in the Face Sheet tool, or applying the same texture to a face (i.e. not changing the texture)
warning when dungeon navmesh fails to build
Train friction sparks FX into a basic prefab until we implement it.
Fixed first file embedded in the BSP not being able to be decompressed
delay respawn during puzzle reset until spawn points are available
Hammer: KeyValue copy & paste now properly pastes the spawnflags (and updates the UI)
Implement ShiftIntermediateDataForward
Prediction fixes
Shadow proxies for Props folder content
Store AI spawn position as their home position in slot 4 of AIBrain position memory bank.
Added BaseNavigateHome state.
Chase state improvements.
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Workcart volume tweaks - hopefully improve players falling out
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Speed up Assets.LoadAll a little bit
Ignore missing entity spawnicon icons
IEquatable for TimeSince, TimeUntil
Compare C# predicted data, warning on different (this'll need something done to it in the future, but it works for now)
Temp fix for the stack overflow etc problems with work carts spawning in the same spot as others. Will fix this properly tomorrow with the spawners so they don't even attempt to spawn when there's something in the way. The two push force methods also have better handling if there IS a recursive loop detected.
Don't call RPCs if !Prediction.FirstTime
Don't play sounds if !Prediction.FirstTime
Don't create particles if !Prediction.FirstTime
Don't do surface effects if !Prediction.FirstTime
Strip SetPredictionEligible
Entities stop being predictable when they lose their local player owner
Simplify the too-complex TryFindClearSpaceNear system. Simply destroy work carts that spawn on the track near others
WIP stopping work carts from spawning right where other work carts are. Try to find a clear space further down the track
Ignore addons/*/Properties/launchSettings.json
Refactoring context
Texture.Load can supress missing warnings
Added Sandbox.LoopEvents to Sandbox.Game
Made a bunch of systems use LoopEvent.Init to init
CameraModifier clean on shutdown/init
Don't create code if code folder contains no .cs files
Revert "Try to normalize and scale forward and sideward anim params to keep in -1 to 1 range"
This reverts commit 26f05d1e5a3a8015c835ecd9e65d837729112242.
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- Fixed headlights not showing up when loading a demo with a train running (caused by OnFlagsChanged not being called on load)
- Fixed engine sound not playing in the same situation(caused by TrainEngineAudio bug)