243,337 Commits over 3,898 Days - 2.60cph!
Split out VR input into multiple files, delete Finger
Fix list reorder handle blocking control drag handlers (eg float drag), resolves Facepunch/sbox-issues#5806
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Merge replicated_bush_fx -> Aux2
Fixing compile error before it happens :)
Merge vendor_ammoview -> Main
VR: Calculate tracked object velocities
VR: Call UpdateHaptics() on VR controller
VR: Only offset for skeletal hand poses - not for raw /input/grip/pose data
VR: Add Delta to DigitalInput - WasPressed works as intended, but isn't the same as a delta, so maybe this is helpful?
VR: Might as well obsolete these while I'm here
Merge bleed_refillvitals -> Main
subtracting
100806 - trike wheels lod3 normal fix
exported a test wolf run 180 turn left animation
Fix NREs when using CameraComponent before it OnAwake()s
Hook wolf new leap anim, make root motion extractor a context menu tool
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Non-reference types aren't bindable so don't allow for PropertySheet.AddProperty, fix compiler settings not saving Facepunch/sbox-issues#5808
Refillvitals now removes bleed
Check player is god before applying bleed damage
Make buy zone rules host driven again
Hopefully this fixes not being able to buy in deathmatch sometimes
Can move vertically in noclip
Can use right mouse button for switching off respawning camera
Don't let players immediately switch out of deathcam
Add hints for how to skip to spectate while in deathcam
Automatically swap out of deathcam after some seconds
cherrypicking force_mount_opt_out changes
Fix not removing weapons when buying in deathmatch
rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
More specific hash check for round state team players
Bot avatars are different from players
Check for IsHost in host-only KillEvent handlers
Fix dropping equipment on death
Fix HealthComponent.OnKill hiding IRespawnable.OnKill
Add bool EquipmentDropper.LimitedDropOnDeath
Instead of checking for DefaultEquipment to not drop pistol
Use EquipmentDropper rules for manually dropping items
Tweak retakes round start grace period (#165)
Merge from hurt_overlay_changes
cherrypicking hood_and_cuffs branch fixes
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Leaderboard backup, run #
12391
Revert "m_nInstanceStepRate not used anywhere get rid"
This reverts commit 512a3827c2d47ee6976ca8b0dfe63cc448fe369d.
FX for broken road barrier.
Rotated one barrier a little bit to match access lights.
Lighting progress.
Related new mats.
Use a callback for izLinearCast so we can override it and do our own
Remove the animator stuff for now. If I end up doing this it'll be on another branch
Micro-optimization
Add warning when calling PlayAnimation for an animation that doesnt exist
Merge from monument_scenes -> aux1
boss
burning vfx
frozen vfx
fear vfx
fire sprite
Run Scene2Scene on all the correctly tagged monuments
- only commit the scene output, not the legacy prefabs as they shouldn't have changed at all
Remove MonumentScene tag from swamp cabins scene
Allow non-static method shortcuts since there seems to be a good chunk of those
Stop feeding shortcut to Options for now
Fix size of Editor Keybinds page
Fix using the wrong widget for non-static shortcuts
Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function
Completely remove EditorPreferences.Keybinds
Change name/groups for a few shortcuts
Order categories by name in PageKeybinds
Remove some debug logs
Create Texture Editor and Actiongraph shortcuts
Create ShaderGraph, Hotspot Editor and some more scene shortcuts
Add GameObject/Transform shortcuts and fix static method issues.
Made grid size shortcuts Window type instead of Widget type
Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor)
Make classes with [Shortcut] attribute properly rebindable (used for editortools)
When running "SceneToScene" in bulk don't print errors & run on tags instead of "if MonumentInfo" is present