199,211 Commits over 4,140 Days - 2.00cph!
Add tooltips to play page prefabs for extra info
setting up 3p minigun anims,entity and and override controller.
Setting up 3p SKS anims,entity and override controller
merge from metal_detector_dropped_items
merge from fix_attackheli_headlights
Added a close button to the skin viewer when full screen
Fixed HttpImage GenerateMipmaps setting not working
Fixed cart item not spawning in builds
Added store.clearcart command
Merge from mission_tutorial_reset_fix
Skin viewer locker tweaks
Added ScrollRectDisable to the store, settings and inventory scroll rects
Some store optimisations
Selectively reset mission state when starting a tutorial, prevents mission complete status of non-tutorial missions getting stomped
Tab button style update again
Revert
126315, has dependencies to Facepunch.System
Fixed workshop editor skybox slider regression
Merge from hardcore_refresh
Deleted old workshop menu code and prefabs
Another loot spawn change to try and resolve these game mode issues
Fixed ingame post process messing with the skin viewer post process layer
Tab button style update, plastic please
Moved FlexGridsElement in flex folder
Workshop
- Lock page buttons accordingly
- Added a confirmation popup before starting the workshop scene loading
- Prevent the menu to close when pressing escape if the workshop editor is loaded
Workshop filtering dropdown
Workshop window is closed correctly when switching tabs
Fixed HttpImage not firing OnImageLoaded callback at all times
Workshop scene linked, "my items" buttons
Restored window states in main prefab
Enable Jalopy idle_running animation without hl2_episodic convar
This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Minor cleanup
Prevent certain code making shotguns emit a damage event for each pellet
The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot.
Minor cleanups
Move css/episodic VPKs to sourceengine/ and rename them
more under friendly names, such as content_cstrike.vpk, and prevents unnecessary work on the build server
Fixed regression with loading workshop saves
Minor cleanups
Move css/episodic VPKs to sourceengine/ and rename them
more under friendly names, such as content_cstrike.vpk, and prevents unnecessary work on the build server
Fixed regression with loading workshop saves
Update: DemoBuildingsViewer - use processed protobufs, instead of raw demo protobufs, for scene spawning
- Benchmark.Building no longer caches raw protobufs
This standardizes logic between benchmarks and the viewer tool.
Tests: opened a couple bases from a demo
Minor cleanups
Move css/episodic VPKs to sourceengine/ and rename them
more under friendly names, such as content_cstrike.vpk, and prevents unnecessary work on the build server
Fixed regression with loading workshop saves
add two toggles to apply tod contrast and tod fogginess to cloud sun color
Feedback tweak: Red/Orange balance into more orange.
Update: DemoBuildingsViewer - can now recreate entities that have been deleted
Tests: spawned a base, deleted a bunch of walls, reimported - all back to normal
Feedback tweak: Color nudging some things, based on averaged feedback. Redness & overexposure.
Settings dropdown direction improvements