243,475 Commits over 3,898 Days - 2.60cph!
Add methods for fetching gyroscope and accelerometer readings from specific controllers
Suppress these warnings for now - there are legitimate reasons why we might not find these GOs
Asset inspector copy path uses RelativePath to stay consistent with asset browser copy path
Fixed MeleeWeaponAttack NRE
Check scientist target move distance is within a suitable distance from bradley
American truck models
- Worked on AO
- Fixed couple mirroring effects and stretching
- Tuned down the dirt a notch
- Tweaked the colliders
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Map instance only creates skinned model renderer for props if the model has skinned meshes or morphs
Removed counter power consumption and active usage (for real this time)
Increased max target number from 100 to 999
CanSeeTarget can now take a source position offset, used to check move points.
Added dev var for overriding player movement speed
This doesn't work
Set up animgraph to have upper body / lower body states, and full body takeover state
Add new_crackhead prefab that uses the new animator
moon pool crane texturing
Fixed some more missing components on the player (?)
Add test for warnings in built-in projects
Facepunch/sbox-issues#5223
Fix warning in AG editor
Facepunch/sbox-issues#5223
Fixed issues with player prefab (dunno where this came from)
Remove now unused LOS offset code
AIInformationZone LOS improvements for GetBestMovePointNear
enabled material setup on AC unit prop for testing
snow effect material config setup
snow effect material config
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
made black screenbacks all flat geo
merge from material biome improvements
asset zoo prep for props review
Group jam page by not played, updated
Leaderboard backup, run #
10419
Merge from harbor_tweaks_4_cargoship
Fix container doors getting deleted when moving onto cargo ship
Adjust docked cargo position for better container access
Big crane refactor
Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic
Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting
Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes
Re-enabled the static crane on harbor_1 and converted it into this new crane type
Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
Use Continuous Speculative
Wheel terrain FX, borrowed from cars for the moment
Bike physics + visual fixes
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace.
Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
merge from full_server_demos -> aux2
merge simple_upload -> full_server_demos
First pass on swing bridge functionality
See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
Force update passthrough UI when switching between an input/output handle
Use async loading to load the menu+game+engine UI in parallel