249,880 Commits over 3,959 Days - 2.63cph!
Allow dragging component properties from the inspector again
CT_player textures update WIP
Debug meshes
Debug capsules
Debug hulls
Fix ShortcutOverrides not loading properly
Use CodeToString(ButtonCode) instead of the weird enum parsing I was doing.
Can't try to bone merge yourself
Make debug draw turn on and off
placement_check_before_notify -> Main
Do shelter and bag limit toast notifications after placement checks rather than before.
Toast should only show up if it passes placement checks
Squash game-exporting branch
Bring everything up to date
Hook up idle animator to main menu podium players
Reset skin colour gradient on all skin sets (for now)
Add support for copying/moving components by drag/dropping from inspector to heirarchy
work in progress road/rail rejection for coastal cliffs
junkpile_flyhack_fix -> Main
Subtract
95623 cargo_junkpile_fix (take 2)
Subtract
95623 cargo_junkpile_fix
Fix tools_wireframe for reverse z
Start on debug drawing, starting with sphere shapes
Ensured flag doesn't interfere with saddles
Nixed some light fixtures from scene.
wallLight cold material uses emission fresnel.
Lighting prefab backup.
Added -disablehttp command line parameter
Disables HTTP global function (http.Fetch/Post use that)
Fixed GMod now removing English US keyboard layout
Use Windows API to get keyboard layout names when not in our list
Fix typo "ChildrentWantMouseInput" -> "ChildrenWantMouseInput"
Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f
Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
Make Mouse.OverridingVisibility internal
enabled permanent gizmo drawing on terrain filter when sticky gizmos active
Added setter to Mouse.Visible so you don't have to create a panel with pointer-events just to unlock your mouse.
Code cleanup, compile fixes
Don't implicitly lerp torque
Fixed expected move_x/move_y values for player movement, slow walk reflects properly now
Improve physics shape list for new character
Use rigidbody space for up/down
Quality improved
Small changes to shader to improve quality of sample pattern produced.
Getting on a horse with a pager in the saddlebag will no longer cause it to activate
Changed has rider flag to a different reserved flag rather than On. Pager on flag check will now return correctly on mount
merge from sbtoolcupboard branch - added to render scene
Set up CT character model
Shape list stub, physics joints stub
Add hitboxes to new player
Moved hitbox set list into its own prefab
player: Move some stuff into their own vmdl prefabs