248,610 Commits over 3,928 Days - 2.64cph!
Add IBytePackConvert support to Component and GameResource
Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject.
Increased max speed of vendor
Added convar to increase max speed - if you go crazy and the vendor can't stay on the road then its your fault
Damage modify event rework (#164)
* Every player's ArmorComponent was modifying every bit of damage taken
* ArmorComponent wasn't always before PlayerGlobals was modifying damage
* Split into ModifyDamageTakenEvent / ModifyDamageGivenEvent / ModifyDamageGlobalEvent
VR: Get skeletal data from OpenXR
VR: Match controller positions with SteamVR ones, which better represent where the controller is
VR Input cleanup
Update Facepunch.XR to d7212d3, fixes broken digital actions
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InputBooleanActionState state is uint32_t for interop
Remove unused from filesystem
IWorldReference doesn't need to be ref counted
Unmount vpk on map unload properly
Call ServiceWorldRequests to finish destroying map instance, create HammerSession
Added an icon for equip hood radial menu option
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Only serialize NetworkMode, NetworkInterpolation, NetworkOrphaned and OwnerTransfer in GameObject.Serialize if they are not their default values
Expose per weapon configuration of ironsights fire anim scale
Fixed kill command not working for non-host players - route through host
Buff the trace size, max range of knives
edited blunderbus 3p aim anim so the gun is held correctly
viewmodel blunderbus reload anim edited so the shoulder does not clip into view
Fixed static Authority RPC checking permissions against the wrong attribute and messages should be sent to the host and not broadcast
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It's possible that PlayerState.Local isn't actually set yet here - so check IsValid
Enable sensors for triggers
Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
Check index is >= 0 or <= Count when using ObservableCollection<T>.Insert in NetList - otherwise use Add instead
Get rid of these single body casts, they're not being used
some chain material setups
fixed wrong rotation constraint axis being used for one of the limits
basic gizmos on constraints
Izabu has body enable/disable so just use that instead of our shit
Added ResourceLibrary.GetAll<T>. Resolves Facepunch/sbox-issues#4749
Inspector Advanced Network Settings (#1617)
* Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
* Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized
* Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)
* Move out to its own widget - this is gonna be a button that drops down for advanced network settings
* Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
* Store current val outside scope
* Modify style
* Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
* Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
Swap bit fields when copying BVH nodes
Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive)
Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
Added "Emission Fresnel" options to standard specular shader
fixed length modifier and gravity on capes
ghostsheet setup, split bone controllers for better collision control
improved edit-time gizmos so you can see colliders and constraint setups
Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
Changed "Vertex Displacement" toggle default to False in "Particles/Additive HDR" shader
Moved vending machine back to shared
Travelling Vendor Revisions -> Main