243,507 Commits over 3,898 Days - 2.60cph!
Fetch rendering recommendations from fpxr
Remove silly hack hard-coding all our extensions, fetch them properly
master house interior progress
Implement ObjectWorkQueue profiling dumping to CSV
Fix ObjectWorkQueue using full name instead of name of type
Enable ObjectWorkQueue profiling by default
Added private activity functions
util.GetActivityNameByID
util.GetActivityIDByName
util.GetAnimEventIDByName
All are shared, including util.GetAnimEventNameByID
Added host_workshop_autoupdate (defaults to 1)
Set to 0 to disable dedicated server workshop auto updates.
Ignore \n and \t in player names
Remove white background from server browser filters/sort
Strip certain unicode character groups from server & gamemode names
It's mostly the obnoxious blocks
Fixed env_blood color setting, and add new ones
Also adjusted its FGD to unhide hidden settings and add the new blood colors
More logical defaults for func_button in the fgd
Fixed UTIL_BloodStream missing texture and blood color
Fixed up missing materials of some of the detail.vbsp models
Added missing textures for pefttest/grass_tuft models
Default cl_detail_allow_vertex_lighting to 1
Added grass_swamp_001a/b models used in detail.vbsp
Update detail.vbsp
garrysmod-requests/issues/2351
Merged Pull Request
TTT: Optimize ragdoll search network traffic + fix disconnected player networking
Added sv_log_client_errors (defaults to 1)
Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console.
Fixed FSD-overrun-toy physics mesh & Reduced its size
Limit certain old addon whitelist entries to old addons only
Added "resource/overviews/*.txt" to BSP whitelist
Fixed merge failure
don't try to save scene-specific viewport config for untitled scenes
Add `runtime_profiling_interval` to allow the flush interval to be changed (default 60s)
Fix codegen error check in compiler
Was causing first build after fixing errors to fail too
Fix #CLIENT compilation errors
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Follow party into network game
Updated Large Rubbish Skip Colliders
Updated Large Rubbish Skip Textures and Materials
Key hunter
https://files.facepunch.com/ziks/2024-05-21/sbox-dev_68LQAK1SPy.mp4
Don't use outdated nuget packages, let's include & link against the most recent version
Re-build swapchains if any part is out of date
Pass recommended render target size and refresh rate to user, but let them handle everything
Compile with LTCG
handcuffs 3p setup - added initial anims, created override controller, set entity to use
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Fixed placement of pillars at wall corners
Halve rate of maze growth
Fixed mazer starting direction
Fix Razor panels erroring when using <style> tags. All code paths are already relative since CodeArchive changes. Fixes Facepunch/sbox-issues#5528
Notify seismic sensor when flame turrets are destroyed
Add InteractionRange to WorldPanel component (resolves sbox-issues/issues/5550)
Tweaked various explosives seismic vibration levels
Fixed thrown easter eggs and halloween candies notifying seismic sensors (they're secretly grenades)
Finished off wizards
https://files.facepunch.com/ziks/2024-05-21/sbox-dev_UiJMfgCDqY.mp4
Notify seismic sensor on helicopter explosions (both players and AI owned)
Gibs inherit model scale of scaled props
Change clientside physobj scale to trigger from Activate()
Fixed scaled props scaling collision bounds twice
Added CLuaInterface::RegisterMetaTable
New Outfit Piece! - Bandana Mask
https://files.facepunch.com/daniel/1b2111b1/BJICfUHSEi.jpg
LODs coming asap
exported blunderbus viewmodel anims
ConeEmitter: velocity direction should always be away from tip
ConeEmitter: fix distribution if OnEdge is false
Wizard teleportation, main loop
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Fix Rotation.LookAt(Vector3 forward)
Broken if you do Rotation.LookAt(Vector3.Forward)
Added HandMenuPointer, use the hand's index finger to cast a ray forward for WorldInput, use RayToLocalPosition to grab transformed ray distance (feel like we could expose this in a better way)
Use particle for menu pointer
Add DisableIfInVR component, good to get rid of useless flatscreen cameras
Simple main menu (https://files.facepunch.com/tony/1b2111b1/sbox-dev_dYwBHI94uZ.mp4)
merge from clamp_screen_shake
Move InterpolationBuffer to Sandbox.System
Cleanup Sandbox.Game
Remove unused steamworks stuff
The ball is a global instance stored by GameManager
Added dumb fire scientist state.
AI Arena now applies spawn position forward directions to scientists when spawned.
AI Arena spawning now only uses active spawn locations.
Added Scientist.Arena.DumbFire prefab
Added Scientist.Arena.DumbFire.AIDesign
Added Scientist.Arena.DumbFire.Loadout
Updatea AIArena spawn prefab list with new arena scientist.
AIArena scene update.
merge from water_purifier_pickup
merge from hackweek_renderlod_collapse
merge from toggle_inputs_chat