250,302 Commits over 3,959 Days - 2.63cph!
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Don't use outdated nuget packages, let's include & link against the most recent version
Re-build swapchains if any part is out of date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
merge from launch_site_lod_culling_fixes
Ensure collapsed renderers can still register with occlusion culling
Leaderboard backup, run #
11922
Fix DelegateFunctionPointer making traces slow
Added client.clampScreenShake convar (defaults to on)
Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement
Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
VM camera animations for M39, L96 and Bolt Rifle
Add pause menu
Add Game.Overlay.IsPauseMenuOpen
Better socket deploy guide rotation
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim