244,657 Commits over 3,898 Days - 2.62cph!
Add group headers to face inspector https://files.facepunch.com/layla/1b0411b1/sbox-dev_Ve40zCM84l.mp4
Rework planar mapping so each face has their own texture transform
Add face align (grid, face, view)
Add face uv shift (based on grid spacing)
merge from main -> fix_eventrecord_pooling_error
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merge from fix_industrial_tc_deleting_items
merge from tc_onkilled_nullcheck
merge from tc_onkilled_nullcheck
Added weapon chamber system, mp5 bolt feeds from mag somewhat realistically. Bullets stored as individual objects, with goal of being able to fill up mags / chamber guns manually
Leaderboard backup, run #
11514
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Fixed potential NRE when TCs are killed
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Remove ModelRenderer.OnPreRender, use Transform.OnTransformChanged
Exchange weapon magazine bodygroups to reflect their current state (full, empty)
Hooked up new mag components where necessary
Add hack to adjust angles of a point interactable if it's at 1
Added ability to slap the slide of certain weapons (MP5) (https://files.facepunch.com/tony/1b0311b1/slap_vr.mp4)
Add Hand.Velocity, calculate velocity
Add Interactable.MassScale
Update prefabs
v_crowbar: attack, deploy, holster
Redid how I implemented hand poses. Add HandPreset class, use HandPreset.Apply( SkinnedModelRenderer ) to apply, and can edit per-finger in the inspector
Support using cached servers for servers in favorites.cfg on the favorite servers tab
Add debug print outs for steering
Fix the fix that fixes a fix relating to net messages and Lua ents clientside
Minor cleanups
Use ints, not shorts for leafs in map compile tools
I think this affects VRAD only, fixes warnings/issues on some complex maps.
Rearrange the 2 default spawnlists to have props more logically grouped
Do not try to render and save icons for models without meshes
This mostly applies to character animation files. They will appear as "ERROR" models.
Fixed auto generated spawnlists from mountable games disapparing on reload
They were incorrectly having AppID and not the "folder" set as "needs app".
Moved "Delete multiple" items in spawnmenu right to the bottom
This is consistent with normal spawnicon right click item order.
Fixed selecting text in spawnicon editor only working on second try
Lost coast spawnicons & spawnlist
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BufferedHashSet: Add removes from removals queue & Remove removes from additions queue
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improved sks shader settings and textures to improve shading of the sks
exported blunderbus viewmodel wip animations
added 4k textures and materials for blunderbuss
Update to new project layout
Move player controller stuff into library
Libraries can access base addon
blunderbuss world model and lods
initial prefab setup
Expression graphs can have signals
Means they can use variables, and control flow like conditions and loops
magazines seperated for USP and M4
Fixed submarine windows ignoring new fog parameter
Fixed issues with rigidbodies. Increased target throttle
Very simple implementation of slide release blocking the weapon's ability to fire
Input / output signals can be synchronous or async
Got simple expression graphs working again, now with signals
Automatically hook up input -> output signal for new expression graphs
Fix version 7 upgrader
Fix expression subgraphs
Failing test for expression graph using async
Use a dummy Signal type for all signal parameters
Basic test for async in expression graphs
Test for control flow async
Control flow nodes inherit async from body signals
Control flow nodes inherit async from body signals
Can customize recoil values
Add more USP sounds
Integrate grab point events
Add PointInteractabvle.ResetOnRelease - good for the USP's slide
Push slide release system