20,867 Commits over 1,522 Days - 0.57cph!
New Hairstyle - Bobcut (Small fixes to Trainers)
New hairstyle! A few fixes to come to the hair in coming week. Slight changes to the shape and textures of the trainers as well.
Don't generate custom asset types where extension is over 8 chars, add appropriate errors so you know wtf is going on
Internally these extensions turn into a 64-bit int (8 bytes) so making them longer isn't practical.
PostProcess.Get<T> correctly returns null instead of erroring if it's not in the active effects list
BasePlayerController / MoveHelper traces hit Window & NPC layers as expected
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
Prevent crashes in DynamicShadowMgr due to light entity respawns
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
Water entity deletes its water scene object when it is removed
Fixes Map.Reset lowering FPS every time a map with water is cleaned up
updated prefab, added material vartionns/decals
Fix wrong blend mode happening in shader somehow
CSS perspective-origin
Make SetDebugBits behave as expected
Fix calculate procedural bones jittering, use bone accessor code path that's meant to be used when model is scaled, works better
Remove SceneObject.SetMaterialGroup, it was already on SceneModel
Whitelist System.WeakReference
Whitelist System.ValueType
Whitelist System.IConvertible
Whitelist System.TypeCode
Whitelist System.TimeZoneInfo
Add `mix-blend-mode: multiply`, color picker works again
Fix missing key binds on asset inspector tool
Office chair - moved vmdls to correct folder
Merge branch 'master' of sbox
New outfit piece! - Dirty Trainers
Some new dirty trainers, so more shoe options! Will be adding LODs in my next push asap.
Trainers - Quick fix
Quick fix to naming of files before initial push to git.
Remove redundent footer-space on game edit screen
Add remaining css transforms
If Steam Input gives us no motion state use Quaternion.Identity instead of an invalid quat
Make Input.MotionData.Rotation match our S2 world space
Fix NRE on Game Setup screen
Restore game setup description editing functionality
Can set control mode / single/multiplayer tags on game setup page
Add controller/vr information the same way as "Mouse & Keyboard Supported" is
Fix exception from Package.UpdateValue
Add seamless entry to water, fix splash and ripple height
Iterate underwater fog
Water cleanup
office chair - lods and gibs
Merge branch 'master' of sbox
Fix UI shader using wrong constants for background image repeats
PrimitiveBuilder.Is2D now works as intended and makes a 2D bounding box on the block tool
Revert "Quad primitive creates from the bottom of the bbox"
This reverts commit 6e1704dfd5a9a62d3bcc4de46a18de1ece416047.
PathPlatformEntity moves with velocity matching PlatformEntity behaviour, so the player controller can match it's velocity.
https://files.facepunch.com/matt/1b1611b1/sbox_0001.mp4
V Neck Shirt LODs
Lods now added to V neck!
Quad primitive creates from the bottom of the bbox
Citizen/FPArms: updated animgraphs with barebones stuff for fists blocking pose
Citizen: holdtype_pose value range is now 0-8 instead of 1-8 (0 is also the new default)
Fix paths not deserializing correctly (oops)
Make Entity.HammerID public and use it for BasePathEntity
Citizen: more comments, explanations, and clarifications throughout the animgraph
Map.Reset preserves map entities by their hammer ID
This means you can preserve specific instances of prop_physics for example. No changes to gamemode code needed.
Adds Entity.HammerID (internal)
Update default filter to remove check for entities parented to the Game entity
It was a hack for HudEntity, which is now checked for explicitly
Adds Type.IsBasedOnGenericType
net_fakelag remove FCVAR_ARCHIVE, and add FCVAR_CHEAT to it and sdr command
New Outfit Piece - V neck Tshirt
Simple new trendy V neck tshirt, LODs and fixes to skinning to come soon.
Remove log left in by mistake
Don't predict entity effects flags, it causes old effects value to be used around the time UpdateVisibilityAllEntities is called
Undo fix for #1655, need to fix this properly
Set controller "Menu" action set if ingame but main menu is open
Asset.Load log the actual exception when deserializing errors
Fix typo in water bounds code using y instead of x
Completely remove HLTV/SourceTV, decouple spawngroupmessagemanager so the demo recorder can use it
Remove instant replays
Don't flatten hierarchy when looking for [Event] methods
Save out a client side value of m_fEffects, for some reason this networked var is out of date at the time of calling UpdateVisibilityAllEntities. Fixes player model not rendering in firstperson on respawn