250,319 Commits over 3,959 Days - 2.63cph!
Fixed potential ClientIOLine NRE
Changed WireColorSettings scriptables loading
Fix pooling warning message by manually marking events uploaded in CSV as submitted to analytics
Change TimeSpan to be sent at nanoseconds instead of float seconds (for new analytics data points)
Remove mysterious references to another project
Let's just use parenting for held items
▊▇▌ ▆▄▉▄▌▄ ▅▊▊▊▌▆ ▄▊▍▍▍▆▋ ▍█ ▍▇▍▌▇▉▌ ▍▆█▌▉▇, ▊▊▊▉▉█▊▊ ▊▉▆▊ ▅▄▊▉▍▆▌ ▇▇ ▆▋% (▉ ▆▉█▇▋▇▅ ▄▊▋▄▆▇█ -> ▊▆▆ ▌▇▌▋▅▅▉ ▅█▆▆▍▅▍ ▇▍ ▄▇ ▄▄▇▍▆▇▅)
Restored powerline cable material shader
Don't include invokes with zero calls in a frame
Ensure csv files have .csv extension
Allocate initial texture data for textures created with no data provided so they don't use uninitialized data
▄▌▇ ▅▌▅▋▇█▇▄▋ ▆▆▋ ▍▉ ▌▌▄▉█▄ ▋█▅▊▋▍ ▉▍▊ ▆▇▄▇ ▅▆▌▋▋▆▊▄ ▄▆▌▅▅███▍▍
Minor refacto for clarity
GMad.exe: On windows, pause on error when using drag'n'drop
Added NPC:GetArrivalSpeed / NPC:GetArrivalDistance
Restore HL2 use sounds with `gmod_suit 1`
Added ability for traces to use a table of class names as filter
They can be mixed and matched with entities as well.
subtracting
97426 wiretool_fixes2 - Staging brick
Fixed melee weapons (other than pickaxes) playing their impact animation despite not hitting anything
Track execution time per invokes
flame spread fix candidate
Enemies can pick up objects, logic tweaks
Use UpperCamelCase naming (same as our other stuff), static linking
Add subtle wind offset and sway
Disable rendering of scene object before deleting it, usually good practice because delete is a frame behind
blunderbus viewmodel animations export and animated camera setup
Add MeshComponent.HideInGame, usually for clips or triggers
merge from heli_global_bridge_client_fix
restoring
97366 merge from heli_global_bridge_client_fix
merge from wiretool_fixes2
EnumControlWidget supports multi edit https://files.facepunch.com/layla/1b1511b1/sbox-dev_eZLBW8jHHL.mp4
Test velocity relative to ground normal in CheckGround() (#64)
While grounded, keep position 1 unit above ground (#64)
merge from hackweek_renderlod_collapse
▉▍▇▌▋ ▋▌▇▍ ▍▆▅█▌_▋█▅█▆▆▍▉▋_▋▉▆█▇██▉▇▆▌▄▉_▊▊▇
merge from cargo_time_hotfix
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
merge from missing_lightlod_finder
Changing primitive type of mesh now works with multiple selection
Same thing for no shadow lights missing their AmbientLightLOD component
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)
Fixed incorrect IsAllowedTransitionState logic
AlertState uses scoring and FromStates (from Idle, or Patrol only)
openxr_loader lib
Add Facepunch.XR native library
Initial bindings to Facepunch.XR
Reimplemented movement tilt
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png
Start designing FromStates, state entry scores
PatrolState is implemented using scoring system now
scene for testing movement on angled track pieces, remove shake from camera, some tutorial map work and welcome message, blend file updates