244,592 Commits over 3,898 Days - 2.61cph!
Add subtle wind offset and sway
Disable rendering of scene object before deleting it, usually good practice because delete is a frame behind
blunderbus viewmodel animations export and animated camera setup
Add MeshComponent.HideInGame, usually for clips or triggers
merge from heli_global_bridge_client_fix
restoring
97366 merge from heli_global_bridge_client_fix
merge from wiretool_fixes2
EnumControlWidget supports multi edit https://files.facepunch.com/layla/1b1511b1/sbox-dev_eZLBW8jHHL.mp4
Test velocity relative to ground normal in CheckGround() (#64)
While grounded, keep position 1 unit above ground (#64)
merge from hackweek_renderlod_collapse
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merge from cargo_time_hotfix
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
merge from missing_lightlod_finder
Changing primitive type of mesh now works with multiple selection
Same thing for no shadow lights missing their AmbientLightLOD component
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)
Fixed incorrect IsAllowedTransitionState logic
AlertState uses scoring and FromStates (from Idle, or Patrol only)
openxr_loader lib
Add Facepunch.XR native library
Initial bindings to Facepunch.XR
Reimplemented movement tilt
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png
Start designing FromStates, state entry scores
PatrolState is implemented using scoring system now
scene for testing movement on angled track pieces, remove shake from camera, some tutorial map work and welcome message, blend file updates
Added smooth time. New direction calculations
Only enable motion if we're the owner (or we don't network bodies)
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
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Initial experiment with networked Model Physics
save/restore sceneview layout
Actually apply TimeSinceFootstepEvent
Stop reacting to our own footsteps
General cleanup
Give the other guy a patrol path so he can return to it after battering the crackhead
Update AI playground scene
Helper utility to walk AI actors to a set destination (RTS style)
Refactor AttackingState to be derived from Chase, AI can fight eachother kinda now
Fallback for if the attacker lost its target somehow
AI broadcast footstep stimuli too
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ControlObjectWidget: don't create an instance for AG properties
Re-implementing wire slack
merge from water-fog-scatter-strength
Merged wiretool_fixes2 into wire_slacking
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merge from patrolheli_npc_fix
merge from heli_changes_3_fixed
merge from ship_patrol_path_vis