233,526 Commits over 3,775 Days - 2.58cph!

Organized Editor folder and made LabelTextEntry agnostic with OnStopEditing action Add Name to TileResource.Tile Fix not used warning Add EmptyValue to LabelTextEntry Add PixmapCache for creating cropped pixmaps from textures Use PixmapCache in SpriteEditor Created TileListControl and TileControl for TilesetEditor. Shows list of all created tiles. Shows preview icon. Can be renamed/reordered/ect. https://files.facepunch.com/CarsonKompon/2024/July/26_10-38-TrickyHellbender.mp4
Today
Limit flex counts to 1k to avoid crashing There will be a warning when the limit is hit now.
Today
UI: Do not render invalid texture background images Fix missing map select button
Today
Added two storey ruin variants. First pass of jungle ruin level assembly,
Today
Autoswitch to game tab when going into playmode again (oops)
Today
TrailRenderer, SceneTrailObject, ParticleTrailRenderer
Today
Expose BlendMode Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy SceneLineObject supports texture + uvs
Today
exported wolf run 180 turn left to run rm and wolf attack 1 rm anims
Today
Updated office_ceiling_light_b Model and Prefab Added New Textures and Materials for office_ceiling_light_b
Today
More hill cliff progress Made all hill cliffs 10% flatter
Today
fixed no cliffs spawning below zero in test level
Today
Undo flexcontroller changes to see if they cause the crashes Limit flex counts to 1k to avoid crashing There will be a warning when the limit is hit now.
Today
Undo flexcontroller changes to see if they cause the crashes Limit flex counts to 1k to avoid crashing There will be a warning when the limit is hit now.
Update to Boomerang Textures
Update to Boomerang Material and Mesh
Today
Disallow np2 textures, crashes the DXT compressor we use, plus disables mips etc.
Today
CRenderDeviceBase::AsyncSetTextureData2: Fix nullptr crash with invalid rects Don't completely fail to start with an invalid controller plugged in, needs to be properly fixed in C++ though
Today
Allow changing tracer particles in ShootWeaponComponent Also means they'll get loaded earlier to avoid stutter
Today
removed crustaceans material and replaced all instances of it with barnacles material,
Today
Today
Don't set active scene on tab hover but still do gizmo hover interactions, drag drop etc. Avoid needing awkward 2nd input, Facepunch/sbox-issues#5728
Today
Use same asset picker size/location cookie regardless of what control created it Get rid of special case map picker
Today
merge from tincan_alarm
Today
Protection values again, forgot to CTRL+S last time
Today
Elevators can now trigger the tin can alarm, because why not
Today
fixed some oddities with ore nodes by not using certain topologies (alt/cluster)
Today
WIP AO to Lighting - DONT USE THIS YET
Today
merge from tincan_alarm
Today
Updated protection values
Today
Reference package.base from libraries when publishing Fixes Facepunch/sbox-issues#5899
Today
Cherry picked Remove topology for monuments
Today
Cache versioned packages separately
Today
AssertNoGraphErrorsInScene: assert downloaded package version Package.FetchAsync: allow fetching specific version
Vendor Restock Changes -> Main
Upped starting stock to 20
Today
water triggers inside canyon to remove ocean surface
Today
Disable AssertNoGraphErrorsInScene test temporarily
Today
unique environment test level reduced stack
Today
autospawn folder for unique environment prefabs
Today
unique environment - canyon_a scene setup
Today
updated lake normal texture
Leaderboard backup, run #12727
Added OnOrg to PackageCard and PackageList. Added basic Org Page when clicking org on Main Menu. Helps users find games made by the same creator(s). https://files.facepunch.com/CarsonKompon/2024/July/26_01-31-CuddlyCaracal.mp4
Today
Don't let them multi-click the preview unlock Fix NRE
Add Regenerate Tiles button with warning beneath explaining what it will do Only show warning when tiles already exist Display image in Preview when set/updated. Show import gizmos when in setup tab. Show WarningBox with a different message when trying to view Tiles tab with no Tiles Generate Tiles button generates tiles from shown import gizmos. Doesnt display in Tiles tab yet Start on Tiles tab if Tileset already has Tiles Onlyu display new import gizmos when no tiles exist or when hovering the Regenerate Button Added "Delete All Tiles" button when resource has tiles. When undoing/redoing an action the inspector will rebuild appropriately Added Tile Gizmos. Hovering over a Tile Gizmo will highlight it. Implemented TilesetResource.CurrentTileSize so Setup variable can affect current tiles (with optional regeneration button) https://files.facepunch.com/CarsonKompon/2024/July/26_00-18-MadeupHoneybee.mp4
card back tests
Today
tin can alarm sounds
Today
Cabling now works with new parenting structure
Today
Merge from main