243,201 Commits over 3,898 Days - 2.60cph!
Fix doubled-up GetModifiedDrag from merge
Merge main -> BikeBurnouts
Merge BikeEyeRoll -> Main - only includes a small improvement to the IsGrounded check
SpriteDropObject now respects camera rotation
Remove shit we don't need in the example project anymore
Right Click -> Delete in the Sprite Editor Timeline will delete all selected frames if multiple are selected
Update Ninja Frog sprite to include all necessary animations
Add `HasBroadcastEvents` to SpriteComponent. Hide Broadcast Events in Inspector if `!HasBroadcastEvents`. Add `Bounds` to SpriteComponent
Add "footstep" events to Ninja Frog sprite
Remove all the old code files from the example project
Update the example scene
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Cache SteamRichPresenceSystem values, avoid 1ms spike every 5 seconds
Introduce ContextLocal<T>
MenuDll has its own Json options
Third attempt to fix video audio
This isn't ever used
This isn't ever used
Never used
Never used
Never used
Remove unused
This really does not need to be routed via an interface
Not used
Allow contacts to activate for kinematic vs sensor
Leaderboard backup, run #
12439
Calling OnContactRemoved in the wrong place
Report touch lost when removing contacts for sensors and contact events enabled
Fix MeshCreate not creating nodes properly
Actually, don't do this, I think people rely on it even though I wish they didn't
Fix S&box adding "English US" keyboard layout
Make "English (Europe)" not an unknown language
Also add internal ID to unknown languages
Reset velocity on body transform change too, setting transform acts as a teleport so all velocity should be gone
Fixed GMod force-adding "English (US)" keyboard layout
Implement shadow controllers with SetVelocityFromKeyframe, applied pre physics step
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adjust UI padding and camera top bounds
chat
arrow polish
UpdateShadow calls SetVelocityFromKeyframe
Make sure body type and use controller are updated when collider Static property is dirty
Filter TestSimulation just returns a bool, we only care if we collide or not, not these bullshit flags, we technically collide with triggers because they're sensors
Add tool to extract server demos -> individual player demos on the client
- can read multiple chunks in parallel and merge them together at the end
- runs on worker threads so it doesn't lock main thread
- can specify multiple users to extract at once
This wasn't a typo, just enable sensor events for every shape because we want to report anything crossing a trigger
background wip
bg color tweaks
Merge branch 'master' of sbox-ss1-scene
replace enemy ElapsedTime with TimeSinceSpawn
delete unneeded textures
Lets uncomplicate this the input system kickoff by dropping the event dispatch
Add instrumentation
Allow physics interface to easily switch to using trace solver so we can evaluate which is better for our needs
Add `position: relative` to devui console (fixes sbox-issues/issues/5817)
Fix sensor typo stopping sensor events from working sometimes
cherry picking
100956 (network++)
Add a c# version of MurmurHash2
Plastic road cones use new transmission feature.
Optimized some texture sizes down on them.
Trim a bunch of sound stuff we don't use
More telemetry
Added off variant prefab.
Clean up rubbish files
Update .gitignore
Fixed a floater.
Lighting prefab backup.
Fixed light prefab regression & updated with new features.
move fps_max to c# - make it more accurate
Vector4 uses System.Numerics.Vector4 where possible
Add BBox.Snap
Fix particle bounds being wrong
ParticleRenderer has [RequireComponent] ParticleEffect
Remove randomly added repeat functions from Curve @MVFP
Fix prefab/scene videos timescale too fast
Move ParticleGameSystem to its own file
Curve micro optimizations
Leaderboard backup, run #
12415