248,679 Commits over 3,928 Days - 2.64cph!
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Updated loading screen tooltip icon to use the icon prefab
Allow a network message to update the tooltip icon enum
- Provides two things: existing loading screen plugins will now no longer break with broken network messages
- The previously used "title" message can now be an icon enum string.
Finish bone updates at end of update if transform has changed after updating bones
Leaderboard backup, run #
14958
Leaderboard backup, run #
14957
Revert, this is likely going to break threaded animation
Finish bone update on renderer transform change to ensure bones are up to date in situations where transform changes after animation update
Do not do a recursive destroy on mesh copies when loading fbx blend shapes, this seems to fuck up the original mesh it was copied from https://files.facepunch.com/layla/1b2711b1/sbox-dev_NPHzQrVaHv.png
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Applied everything to grenades.
Some iteration on fuse FX and more.
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- editor queue simulator fully working.
Fix warnings in editor projects
Unify all asset delete methods, fix delete not working for certain assets. Resolves Facepunch/sbox-issues#6692
Disable Forward/Back buttons in the Asset Browser if you cannot go forward/backward instead of throwing error
https://files.facepunch.com/CarsonKompon/2024/October/26_10-32-LightcyanAntarcticfurseal.png
merge from world_update_2
update defaults, ExecuteInEditMode, weather viewer
Updated to fit the changes of Asset/AssetEntry
TTT: check data_static for rearm scripts for use in workshop addons (#2139)
Workshop addons can only include data files via data_static, which includes rearm scripts. TTT now checks data_static if no rearm script is present in the maps directory.
Naming consistency between Widget, Option, GraphicsItem
Tooltip -> ToolTip
StatusText -> StatusTip
Expose Menu.ToolTipsVisible, add Menu.PathElement.Description
Node menu rewrite, add tooltips
https://files.facepunch.com/ziks/2024-10-26/sbox-dev_BqmtPdWalM.png
Merge from ai_wolf_iteration
Fix wolf chasing its own tail
Fix a lot of the wolves state incorrectly returning base.OnStateEnter() from OnStateUpdate, causing a lot of weird behaviour
Remove unneeded junk
Build footsteps into BodyController
Merge from ai_wolf_iteration
Leaderboard backup, run #
14933
Manually Paint the Button widget, make it tintable
Add Jump To Code option to properties https://files.facepunch.com/f5a729e8-da9c-4e20-bf95-eea8a5fc4e84.png
Fix new project location file dialog not setting initial directory
- added steam rich presence for waiting in queue and connecting to a server
- basic tracking of queue wait times and status
- take sun and ambient colors from proper TOD scattering components
- make sunset/sunrise lighting on clouds MUCH prettier
Converted QuestResource [Groups] to [Feature]s
Add [Feature]s to TileResource
Add [Feature]s to EntityResource
Added StartingRotation to Projectile
Updated ItemResource to use [Feature]s instead of [Group]s, creating a new item is much less overwhelming now
Updated all ItemResources using certain Features
change timescale to 1 for problematic scenes
add leaderboard button to solo page, show greyed out frenzy letters even after they've been collected
cape balance
mummy + frankenstein mask loot tables
Update SpriteTools
Fix crosshair targeting on Entities
Added Rotation [Feature] to Projectile
Added Bone item drops and projectiles
Cleaned up a bunch of lengthy components by converting [Group]s to [Feature]s
Added Ranged Combat Feature to Enemy. Skeletons now throw bone projectiles from a distance