249,019 Commits over 3,959 Days - 2.62cph!
Add grounded check for fake drag
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- Add fake side friction for WorkCart when off track, since it doesn't use wheel colliders
- Add required vehicle methods: GetLocalVelocityServer, GetAngularVelocityServer, MaxVelocity
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Ignore screenshots folder
Rust semi pistol
Pistol hold anims
Pistol Holdtype
Gun shooting setup
Muzzleflash setup
Allow particle systems to attach to ModelEntity attachments
Allow set int params on animator
Temporary holdtype switch test
Merge branch 'master' of sbox
Better shadercompile icon for tools
Add button to edit shader with VSCode or any editor of choice, Clean up ReadVfxFile function
Remove Sandbox.Shaders.Base
Add stub for postprocessing manager and postprocess base
Iterating on post process manager and postprocess base
Shut down sbox postprocess manager
Merge branch 'master' of sbox
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Added `OnRequestFullUpdate` game event ( has all the same data as `player_connect_client` event, save for `bot` field. )
Fixed func_tracktrain's outputs in Hammer
Bug fixes and building tests
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disable chainsaw debug text
Fixed standalone build error
State delete designer functionality
Road tunnel blockout meshes and prefabs
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hard intro new attacks
hard octopus new attacks
hard mech new attacks
Added IInventoryEntity
Merge branch 'master' of sbox
Fix typo in CommonConstraintConfig.IsValid
Better param names in config to avoid typos
Add summary for revolute config
wip states, cover & design
Add WithLinearSpring, WithAngularSpring to weld joint config
Add comments for revolute motor funcs
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Add motor api to revolute joint config (WithLimitEnabled, WithPositionModeMotor, WithVelocityModeMotor)
Add motor params to revolute joint config
Bind PhysicsJointMotorMode enum
Put joints in their own folder, keep it all tidy
Add StartsNotActive to common joint config
Native helper func to fill out PhysicsJointDesc_t
Add friction and breakable impulse limits to common joint config
Cleanup duplicate code as much as possible in joint api
Update .editorconfig
Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
Disable EnableSceneObjectOverride for now
Don't create joint if both bodies are null in the config
Make sure collision property isn't null before trying to get physics body from it
orb hard attacks
hard claw balancing
Merge branch 'master' of SpaceUsurperUnity
nightmare pattern variety
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