243,814 Commits over 3,898 Days - 2.61cph!
Fixed sidecar impacts not damaging the bike
Add bikes to the All Vehicles group on my test map
Don't transform rigidbody physics on interp transform change (why are we calling this?) we only want to directly set physics body transform if someone directly changed the game object transform !!
Move collider keyframe body move to fixed update
Remove sidecar model from playground scene. Looks like added by mistake in
99319
Fixed sidecar physics trouble, but need to re-fix pulling to the right
EditorPreferences.CameraZNear minimum range 1 please stop
Resolves Facepunch/sbox-issues#5696
Box select works in ToolVis modes (ui_cssbox shader)
Resolves Facepunch/sbox-issues#5699
Fixed unassigned sidecar LODs
Fix compile error from "fix_shipping_container_batching"
Compile fix for TriggeredEvent
merge from fix_shipping_container_batching -> main
Added terrain collision proxy components to all bikes - fixes not falling through terrain holes
Updated DraculaCape with new settings
v_m4a1: parameter rename & update to latestversion of jump/airborne/land group
v_spaghellim4: update to new version of jump/airborne/land group
v_spaghellim4: move_groundspeed to move_bob
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v_m4a1: update shared airborne reference
v_usp: big rework of just about everything (added ironsights, improved animgraph bits ported over from other graphs, improvements to existing animations, changed idle poses).
Merge from shipping_container_vcol_fix -> fix_shipping_container_batching
merge from main -> fix_shipping_container_batching
merge from native_memory_stream -> aux2
Can cancel slam with a jump + camera rotation set on start
Level door prefab + hub
Prewarm 200 codelocks
Go back to defining pool amount via code to prevent misconfigured prefabs
- player deployable doors stay at 100
- monument doors only warm 1
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Reload road categories when loading cached road.
This should prevent issues where the vendor couldn't be spawned after loading a save.
v_mp5: overhauled jump/airborne/land logic & animations (coming from a pending USP rework, which itself grabbed bits from the Citizen graph... reduce, reuse, recycle, etc.)
FPArms: improved shared jump/airborne/land animations
merge from wire_slacking/optimisations
Minor WireTool optim: don't run all the reconnect logic when clearing the wire
Move notification step to deploy job, propagate to other branches as well
Gravity Gun doesn't delete Physics Objects it didn't create
Give debug name to physics objects created via Lua & models scaling
For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale
Fixed NPCs spawning sprites sometimes causing artificial refs on the material
Hammer support for sent_ball
To serve as another example of Lua entity in Hammer
Fixed doors returning wrong total line anchors count
material stack meshes
Merge branch 'main' of sbox-assets
Fixed a pooling issue with destroyed doors not clearing their line anchors
+ minor code cleanup
Setup most of the base to handle indicator blinking
v_mp5: rename move_groundspeed (which controls the run/sprint movement additives) to move_bob, and it's now a 0-1 float instead of a previously arbitrary 0-100
Possible fix for some code changes being ignored when using VS
Facepunch/sbox-issues#5683