191,954 Commits over 3,259 Days - 2.45cph!
Rename all the Drag Drop events to start with OnDrag
Can drag drop entity nodes to reparent
Leaderboard backup, run #557
Item redirects will no longer appear in the filter search
Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes)
Fixed NPC clothing appearing in the filter search box
construct update , lighting , material, vtx color tweak etc...
updated textures/materials
Merge branch 'master' of sbox
Parallax offset should be in the pixel input, not vertex input
Fix flag toggles fighting with game object LOD scripts
Fixed gun cam screen not turning off anymore
Removed unused bits and pieces
Added (very basic) UI to attack heli
Turn damage FX off by default for now
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
- Fixed 'Powered' list set on attack heli not showing/hiding correctly.
- BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set.
- EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported.
- New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
Fixed min/max variables not working when assigned to blueprint filters
Citizen: fixed CrouchWalkLow_* animations' processing prefab contents being unintentionally disabled
Merge branch 'master' of sbox
Citizen/animgraph: added standing aim matrix to RPG holdtype
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled
Curved screen mesh for the camera render target
Reapply
78917 on the right branch
Fixed batteries incorrectly draining from entities connected via non electric connections (likely affected some water stuff as well)
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate
Added RPG to CitizenAnimationHelper.cs
Likely fix for spectate button in admin ui not working
Fixed conveyor screen showing item icons flipped on the X axis
Set up powered/on lights. Emission toggle isn't working on headlights, will investigate.
Hooked up attack heli headlights
Recovered old dash lights
Added FX/Lighting prefab to AH
Ground effect tweaks.
Citizen: added set of RPG poses & attack animations
(Animgraph implementation commit pending.)
Increase buffer time to keep slide forward after reloading to 1s
merge from rust_metrics -> main
Revert
78878, we decided we actually do want the heli screen mesh.
Don't create two layers of labels with `<label>my label</label>`, use SetContent when the parent is already a Label
https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_D56rKvVnw8.png to https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_7vvAVe4OwM.png
Improve flexibility of drag and drop system in editor
BaseItemWidget, TreeView, TreeNode support drag and drop
Really dumb placeholder gun holder
Cockpit damage lights for better pilot feedback.
Tweaks to mats/textures for upcoming better gunner's screen integration.