243,912 Commits over 3,898 Days - 2.61cph!
Forgot to change these, oops
Merge from qol_industrial_conveyor_filter
Add PhysicsWorld.CollisionRules getter. Delete ServerConfig. Update collision rules json on world if hash changes before physics step. Project Settings (.config) are networked via Small Network Files - can react to changes
Add openxr_loader pdb and dll
Acceleration gets dampened heavily when you take damage, or fall from a large height
v_mp5: reworked sprint group logic, greatly simplified it while solving remaining problems + made additive transitions work with tag-triggered transitions again + additive transitions are weakened to 20% while in ironsights
Properly enable/disable drone camera (and listener) on possession events
watersystem handles casts made from underwater properly
- no false positives when slightly underwater
- able to get a positive result when looking at the surface from underwater
Merge from cuffs_and_hood
Don't allow items to be drag swapped onto locked cuffs
Don't play death sounds for deaths that aren't a player
Spawn the drone infront of the player instead of at world origin
Use invis tag for the drone when it gets killed
Half the spin speed of the drone's turbines
Remove MinimapIconType, IMinimapIcon.IconType, add IMinimapIcon.IconPath, IMinimapIcon.IconOrder
Improve monument/blend map for radtown to ease road in/out
Raised the terrain slightly to compensate for the road digging effect
IMinimapElement.IsVisible passes through IPawn, drone visible on minimap for teammates
Ignore packets from non-host until we're fully connected ( Fixes Facepunch/sbox-issues#1595 )
Add flag helpers to ModifyDamageEvent
Add chest/head damage dev commands
merge from NewTickConvars
Update player marker panel logic, display localplayer's nametag if we're not viewing from the localplayer (good for drone)
Split Armor out into its own component, hook early into ModifyDamageEvent, renamed GetPlayerName to DisplayName (now on IPawn), drone is killable
Fixed sprint being slower than regular walk
Fix a couple of leftover NREs
Merge from monument_scenes -> aux2
Don't run DetachMonumentChildren when monuments are in their own scenes
First pass on a section in the options menu to customise gesture wheels
Can now set any gesture to any slot on both wheels
Add a small cache on Timings.Get
Extra checks in ByteStream
Where possible, cache DelegateFunctionPointer instead of calling GetFunctionPointerForDelegate every time
Completely avoid DelegateFunctionPointer.Get in PhysicsTrace
Include all active & inactive objects in new output `UnityEngine.Object_All.Count.txt`
Include total amount of components at the top of the file
Set up gibs for motorbike and pedal bike. No gibs models yet for the other two, and motorbike gibs are untextured.
- Mounted sidecar passenger now moves with the sidecar instead of the main bike
- Set all resource values for putting bikes in the junkyard crusher
Sidecar passenger can no longer drive the bike!
Early work on sidecar passenger mount. Need to somehow have the mounted player move with the sidecar instead of the parent bike
Order `Stats/Transform Count` based on the amount of components
Other adjustments for new sidecar shape. Experimentally allow collision between the bike and sidecar
Detailed colliders updated for the new sidecar
World colliders updated for the new sidecar
Fix scenes with slashes in them making a ton of sub folders
Swapped out bike sidecar model for the new one. Rigging seems broken at lower LODs.
Merge from main -> monument_scenes