248,547 Commits over 3,928 Days - 2.64cph!
Cherry pick - HLS weapons bug, base_ai OnTakeDamage changes, steamworks build script userconfig changes , crossbow viewmodel skin, bass.dll update
Blood impact decal
DoBulletImpact predicted
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Bradley no longer remains stationary if it can not find a good engagement spot
Bradley uses slightly larger spherecast for vis checks
Updated bass.dll to an unreleased version to hopefully fix crashing issues
added ao map for eoka pistol
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Surgery on mil tuns to see if that fixes map crash
stashes despawn and drop their items if construction is placed overtop of them
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Removed crosshair glow
Fixed prop gibs not inheriting velocity properly
Added wood.sheet.surface
Crate is made out of wood.sheet.surface
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Tidying up depth prepass etc.
Fixed ragdoll death velocity
Fixed assets not always propertly hotloading
Added PostReload to SoundEvent
Surface.DoBulletImpact does impact sound
Bullet impact sounds
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Add volume_atten to soundstack
Entity EmitSound takes position and volume
Stripping a ton of unused anim events
Added ModelEntity.OnAnimEventFootstep
Added Host.Color
Added Footsteps to surface
Added Surface.DoFootstep
Some citizen footstep anim events
Undebug overlay
Added Entity.Transform, PhysBody.Transform
Added Transform.PointToLocal, PointToWorld, NormalToLocal, NormalToWorld
Vector3 equals uses IsNearlyEqual
Removed PhysBody.WorldToLocal, LocalToWorld (should all use Transform now)
Added float.AlmostEqual
Rotation equals uses almostequal
Transform.ToLocal( transform child ) & ToWorld
Added Transform unit tests
Fix unit tests
Merge branch 'master' of sbox
Use Core Post_Process.vfx code instead of the one from HLVR
Fix wack fisheye lens appearing
Fix double shotgun grip mesh appearing and causing z fighting if the shotgun has no skin applied (only applied to viewmodels, worldmodels will still have issue)
Fix mace not being throwable if player presses throw key while the VM is in idle (transition was too long, was skipping events)
Map clusters (sleeping bags/vending machines) ignore Y difference when clustering
Add DisableSolidContact and DisableTraceQuery to PhysicsShape instead of exposing RemoveCollisionFunctionMask directly
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Disable solid collisions on welded prop so things attached with constraints wont collide with it
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Detect when balloon attachment breaks so rope can stop rendering
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Scale physgun rotation by delta time
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Fixed floating point issue with roads causing them to washboard
Fixed some sewer entrances being cluttered with rocks
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softcore reclaim backpack
cleanup
remove shouldEnterBuyPhase
gather effect
createArrayFromRange, shuffleArray
renaming more player vars
Fix skin picker snapping to the left any time a refresh is called (only resets to the left if the blueprint changes or a skin is selected)
Revert to tracing welded childrens original collision shape so traces work as normal on client