243,021 Commits over 3,898 Days - 2.60cph!
Fix horses occassionally being hit twice by bullets & dealing an extra +50% damage to them
- raised density to 100 = no bullet penetration
Citizen/animgraph: added WalkFast_SE & WalkFast_SW + updated animgraph
Ported over a bunch of pathing code from Bradley
Swapped wheelbase to that of a Ford Transit :O
Use interfaces instead of attributes
Unused GameObject.PreRender
Component.OnStart works on components that don't implement OnUpdate
Added Ackermann steering to target
Client IO lines parenting (missed some files)
Client IO lines parenting wip: wires placed on doors are now properly parented and will follow as they open and close
Swap to BaseEntity
Added scene to scene loader
Shock and tire animation swapped to clientside
Cleaned up vendor scenes
Initial test scene and client and server script setup
Fix ammo being dropped on the ground when unloading a weapon with a full inventory
▍▉▌ ▄▅▉ ▄█▊▊▄▉▉▅▅▅ '▆███▉▊▋▍▋' (▋▅▉ ▉▊▍▅▄▇▌▄▍ ▉▇▍▄▊▍▍), ▊▅▅▅█ ▋▊▆▌▌▆▇▋▍ ▇▇██▍▄▊ ▍█▅ ▆▄▆▊▄██▍▋▌ ▇▊▉▄▅ ▌▍▊▇, ▆▄▉▇▍▆ ▍▉▉▋ ▍▆▊▊ ▍▌▇█▄▅▇█▇▊▍
Start doing some stats for maps
merge from fix_spawn_map_entities
merge from fix_safezone_backpack_drop
Bullets point towards lerped direction, not raw input
Fixed projectile collisions being funky, disable main collider properly
Changed wire culling to per-pixel; disabled by default on materials
player update. exported setup L96 rifle animation set. made L96 holdtype override controller for it too
Don't update scene view camera input if the editor window isn't active (sbox-issues/issues/5383)
Implement haptics for shooting
Trigger haptics when taking damage
Haptics NRE fix
Clamp haptic motor values where appropriate, matching existing behaviour
Start on pickup system, refactor shooting a bit to support haptics
Basic controller haptics (#1498)
Allows for controller haptics based on haptic events.
```cs
public static void TriggerHaptics( HapticEffect pattern, float lengthScale = 1.0f, float frequencyScale = 1.0f, float amplitudeScale = 1.0f )
```
e.g.
```cs
Input.TriggerHaptics( HapticEffect.HardImpact );
```
Make new vgui.Create errors non halting
Because of course mods are already doing silly stuff.
Fixed Lua being able to make the main menu black on disconnect
Fixed a warning about "Invalid texture id -1" on disconnect
Fix certain detail props not rendering on maps with more than 65k of em
Shadergraph: Add OneMinus node
Link.TryGetConstant() / TryGetVariable()
Haptic effect support for VR
Squash history, update for SDL
Docs, cleanup
Apply LengthScale
Update haptics per-controller
Scoped haptics support
Vibrations -> Haptics, wrap patterns inside an event to simplify API
e.g.
```cs
Input.TriggerHaptics( HapticEffect.HardImpact );
```
Docs update
Automatically remove unlinked nested nodes
Shadergraph: float2 and float3 can specify ranges
Clean up
Gizmo arrow on zones
Added support for saving of database and removing items
Codegen applies attributes if OnUpdate, OnFixedUpdate or OnPreRender are implemented
Only call OnUpdate, OnFixedUpdate, OnPreRender on components that implement them. Also call them flat instead of recursing every GO 3 times
Check for checkpoints for finish
Different checkpoint color
Reset everything on finish
Get rid of LinkSource, just use nested nodes
If started but haven't reached checkpoint return to start
Checkpoint ui
Support checkpoint ui + reset checkpoints when return to the start
Update .gitignore
Basic checkpoints
Fix hlsl antlr grammar 🙄
Fixes Facepunch/sbox-issues#5382
Shield effects tint based on its current power
Stop sound handle when stopping or disposing music player
Use controller color for player's world panel
Merge from unity_2022.3.24