247,948 Commits over 3,928 Days - 2.63cph!
Added NPC:GetIdealActivity
Added NPC:SetIdealActivity
Added ENTITY:OnMovementFailed
Added ENTITY:OnMovementComplete
Added ENTITY:OnChangeActiveWeapon( old, new )
Changed translation of base_ai class from "AI" to "Base SNPC"
base_ai now functions when spawned directly, rather than being a floating error
Remove some keyboard status monitors and deprecated safe areas
Revert react-native-draggable-flatlist upgrade due to regression
How to pair fixes
Show an obvious warning when using the mock server in builds of the app
Added support for most types of render pass in a slightly cleaner format.
Update Facepunch.Steamworks to fix swnet crash from last update
Crash fix in ConnectionManager.Receive due to bad pointer
Updating CEF to 86.0.4240.198 on Windows 32/64 builds
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Added Entity.Root
When attaching particles to entity and using offset, use offset as a local position rather than an offset
Vector3.Right and .Left were swapped
Update ParticleSystem
Fix attachment positioning to take into account the viewmodel fov difference
These weapons can use proper attachment positions now
BaseViewModel - no nered for eye attachment now
Physgun effects
Player eye angles are networked
Add bool networkable
Added IFrameUpdate (adding to an entity gives it a per frame think)
Recompile testmap, add standard postprocess
Physgun particles
Utils to categorize materials / shaders properly
merged from experimental changes
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Don't force the outdated screen on
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merge from instrument_wounded
refactor base crawler
credits text colors
Merge branch 'master' of SpaceUsurperUnity
credits enemy
credits stuff
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Try adding a body proxy to allow traces to welded structures to return the root body and not the child
Don't try to weld ents that have multiple bodies to avoid dealing with welding ragdolls right now
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Add some script lifecycle hooks (loaded and unloaded)
Add publicly accessible events for script lifecycle so non-script modules can do their own initialization etc.
Add some extra fields to IScriptReference to support reflection on scripts
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Refinery asset cleanup & polish
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Remove welding testing code from player
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BulletSystem refactor, working on PlayerCollisionSystem
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Refactor and add viewmodel depth prepass
Don't override far planes in viewmodels so it outputs consistent depth
Pass View to Pixel Coordinates matrix
Pass D_VIEWMODEL_PASS dynamic combo to viewmodels
Add screenspace_raytrace shader header