246,887 Commits over 3,928 Days - 2.62cph!
Gun clip size can be modified
IsSmall variant of CardPanel, add PlayedCards panel that shows which cards are played at all times
- Add the UI to display customer stats
- Save/Load customer stats
Fixed vending machines not properly applying scrap received multiplier
- Register all customers who buy (only on serverside)
- Made filters to find best customer, unique customers and repeat customers (all anonymous)
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- Set correct repair ent
- Manifest again
block impact fx hooked up properly (ice sprays ice, wood sprays wood)
- Fixed some spacing issues
- Fade out green on most revenue and total sales
more tweaks on hoover/plastic trims
Bunch of work to ensure perfect alignment no matter the combination of elements enabled/disabled on the feed entries
Added scrollview around listings
Revert "Use IClimbingMode interface in PlayerController"
This reverts commit 5fc097414bfb1ef7da5e2f75b35c11c358641200.
Move code around
_Very_ rough first pass at MoveModeClimb
https://files.facepunch.com/ziks/2024-11-28/sbox-dev_3AN9Qrq83k.mp4
Siege tower gibs. Updated plank texture
Use IClimbingMode interface in PlayerController
Instead of hard-coded checks for MoveModeLadder
Fixed chat rendering below round UI
More accurate hash for card inventory panel
Round UI adjustments, don't show chatbox message for joined game
Show avatar for opponent
Kill the game loop and start again if someone leaves
merge from hackweek_car_radio
Minor mat tweaks for other TODs
Optimized the crap outta these texture parameters.
Did something minor to the prefab that I already forgot what was.
Cold fume timings.
Destroy ragdoll between rounds
Organized files & moved only those that we use out of the test_material folder.
Car radio can now be picked up with a hammer if you are authorised on the car's codelock (or the car doesn't have a codelock)
Disallow sending voice packets unless fully connected
Try to mitigate server reconnect spam
Also reset owner SteamID in more places
don't throttle loopback connections
Minor code cleanups
More minor cleanups
Check allocated edict count before allocating more
this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
Fixed build warning spam due to duplicate files in project on Linux
Make Entity:IsOnFire return false instead of nil
Update .gitignore & build related things
Build Linux game with Steam Runtime
Subsurface tweaks & slight shifting around to make the block>base transition less seamy.
Moved SSS profile to the Iceblock folder.
hoover_a + trimsheet normal additions
Fixed build warning spam due to duplicate files in project on Linux
Make Entity:IsOnFire return false instead of nil
Update .gitignore & build related things
LOD tweak.
Shadow proxy setup to mitigate TOD flickering.
Added BindRendererBounds for SSS
Ice material tweak
Wall blend tests for ziggurat. More work on walkway kit. Set dressing.
Update: Delete the symlink on end of test run
This was previously causing deletion of blobs on unity close/open
Tests: ran LoadProcTest couple times
Don't bother using the menu scene, just get into the game!
Fixed SMG being backward
Fixed big bullets bug, fixed crosshair, add effects when taking damage
assigned impact effect to WIP effect
Add doc comments to navarea component
Make new PhysHsape.UpdateShape functions internal
Ensure IsGenerating flag is cleared if navmesh generation fails
New gun sounds, reload sounds, reload sound sticks to the gun, fixed muzzle offset
Move crosshair into its own component on the player - add hitmarkers
Play sounds when inflicting damage / taking damage
Do TextEntry placeholder without a separate label, simplifies and makes placeholders/prefix/suffix all play nicely together
also fixes Facepunch/sbox-issues#7060
Add support for caret-color css property, default to text color
Tweak caret appearance, avoid nasty subpixel blur