257,697 Commits over 4,049 Days - 2.65cph!
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
Praise the lord it runs again
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Traces uses entity from shape if it's valid
Splat clearing texture bug fixery
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size
added stairwell_top piece, refined corridor pieces further
BulletSystem useRawDeltaTime support
BulletSystem noCollisionLeniency support
Updated Facepunch.ExpressionStrings
Some BulletSystem expression generation cleanup, player support
Tidyup convar / opt out usage.
Fixed TypeToString(typeof(void))
Fixed not being able to Whitelist structs
Added optional allowInInherited bool to IParameterCollection.Set
Added support for simple constructors for structs
Oops, shape entity needs to be set to child entity, not the root entity
Add entity ref to cloned shape instead of having a physics body proxy, traces to a welded child hits the root object