243,428 Commits over 3,898 Days - 2.60cph!
Enable sensors for triggers
Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
Check index is >= 0 or <= Count when using ObservableCollection<T>.Insert in NetList - otherwise use Add instead
Get rid of these single body casts, they're not being used
some chain material setups
fixed wrong rotation constraint axis being used for one of the limits
basic gizmos on constraints
Izabu has body enable/disable so just use that instead of our shit
Added ResourceLibrary.GetAll<T>. Resolves Facepunch/sbox-issues#4749
Inspector Advanced Network Settings (#1617)
* Start adding support to edit Network Orphaned and Owner Transfer options in Inspector (visible when Network Mode is set to Object) https://files.facepunch.com/conna/1b0311b1/sbox-dev_I7Fk7tfs6K.png
* Make sure NetworkOrphaned and OwnerTransfer modes get serialized / deserialized
* Move over to setting NetworkOrphaned/OwnerTransfer on the GameObject directly (with multi-select)
* Move out to its own widget - this is gonna be a button that drops down for advanced network settings
* Adv network settings button next to Network Mode in inspector - opens drop down menu to set net orphaned mode / owner transfer mode
* Store current val outside scope
* Modify style
* Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
* Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
Swap bit fields when copying BVH nodes
Adding transformed mesh uses fast path when there's only scale in transform (building BVH is expensive)
Disable the option to open the menu if NetworkMode is not Object - no point allowing to change these settings for objects that arent networked
Added "Emission Fresnel" options to standard specular shader
fixed length modifier and gravity on capes
ghostsheet setup, split bone controllers for better collision control
improved edit-time gizmos so you can see colliders and constraint setups
Add RadioSelect widget for use with advanced network settings as it makes sense ( https://files.facepunch.com/conna/1b0911b1/sbox-dev_Ej9Kk8WU3y.mp4 )
Changed "Vertex Displacement" toggle default to False in "Particles/Additive HDR" shader
Moved vending machine back to shared
Travelling Vendor Revisions -> Main
Remove old templates
Map template
Asset browser state is saved per project
Fix Map Instance selector not replacing .vmap with .vpk
Remove unused worldrendermgr stuff
Better VPK loading, find physworld etc properly
Remove infinite stock. Stock will refill every 33% of the vendors total lifetime
Get rid of bullet exit decals
split gizmos between configuration and playmode
cloth changes
- filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases
- made sibling constarints a bit stricter
AddMeshShape with scale can just do a deep copy of BVH, mesh shapes support scale
Make sure BVH gets destroyed on shape destroy
Rewrote spawn event to use thresholds instead
Baseline, added item and entity prefabs
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
Backfires now happen at a random point in the future
Vendor ~
Rewrote ignore system to utilise a single struct
Improved ignore systems reliability
Reduced network load for steering angle - only need a single float
Vending Orders ~
Frees to FreeLists
Resize vending order to largest order entries count
Check before freeing attachment list
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player_model fixes (fixes broken eyes, broken censor objects)
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Added single-pass Rust/Unlit ASE template with atmospheric scattering support
exported frontier hatchet admire animation, created frontierhatchet anim.controller and linked it to its viewmodel prefab
radtown S2P, refreshed HLOD
removing vertex stream components left over from vertex painting attemps
fixing some left over issues with shed, storage warehouse components
checked for decal projector issues
Added Pit Viper model/mats/textures