249,481 Commits over 3,959 Days - 2.63cph!
Added quick death to get on AUX.
Fixed roads being picked up as a spawn check
Added some convars to customise behaviour
When deserializing a GameObject create components in a try/catch and log an error if it fails. If no component could be created, add a missing component. Fixes not being able to open a prefab if there's an error in the constructor of a component. Closes Facepunch/sbox-issues#4397
Vendor spawn event will now check a bunch of spawn positions before selecting appropriate one.
This prevents vendor from spawning on top of anything.
Add Package.FileSize (MB) ( Closes Facepunch/sbox-issues#4908 )
tweaked collider of oilrig crane cabin
Fix radio NRE when no team is assigned, no radio when dead
bunch of material overrides fixes
Iterate on spread, all weapons have a spread when not aiming down the sights, ADS crushes that spread
Forgot to change these, oops
Merge from qol_industrial_conveyor_filter
Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
Add openxr_loader pdb and dll
Acceleration gets dampened heavily when you take damage, or fall from a large height
v_mp5: reworked sprint group logic, greatly simplified it while solving remaining problems + made additive transitions work with tag-triggered transitions again + additive transitions are weakened to 20% while in ironsights
Properly enable/disable drone camera (and listener) on possession events
watersystem handles casts made from underwater properly
- no false positives when slightly underwater
- able to get a positive result when looking at the surface from underwater
Merge from cuffs_and_hood
Don't allow items to be drag swapped onto locked cuffs
Don't play death sounds for deaths that aren't a player
Spawn the drone infront of the player instead of at world origin
Use invis tag for the drone when it gets killed
Half the spin speed of the drone's turbines
Remove MinimapIconType, IMinimapIcon.IconType, add IMinimapIcon.IconPath, IMinimapIcon.IconOrder
Improve monument/blend map for radtown to ease road in/out
Raised the terrain slightly to compensate for the road digging effect
IMinimapElement.IsVisible passes through IPawn, drone visible on minimap for teammates
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
Add flag helpers to ModifyDamageEvent
Add chest/head damage dev commands
merge from NewTickConvars
Update player marker panel logic, display localplayer's nametag if we're not viewing from the localplayer (good for drone)
Split Armor out into its own component, hook early into ModifyDamageEvent, renamed GetPlayerName to DisplayName (now on IPawn), drone is killable
Fixed sprint being slower than regular walk
Fix a couple of leftover NREs
Merge from monument_scenes -> aux2
Don't run DetachMonumentChildren when monuments are in their own scenes
First pass on a section in the options menu to customise gesture wheels
Can now set any gesture to any slot on both wheels
Add a small cache on Timings.Get
Extra checks in ByteStream
Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time
Completely avoid DelegateFunctionPointer.Get in PhysicsTrace