248,623 Commits over 3,928 Days - 2.64cph!
Normalize scene paths across windows and unix
Remove code that looked for scene name by full path in editor
Localization Support For In Game Weapons & Items (#2114)
* test
* Add Properties File
* Trying to figure out what's wrong
* Update game_hl2.lua
* ...
* Finally I got it right
* Localization Support: game_hl2.lua
* Update game_hl2.lua
lua/includes/extensions/table.lua:87: bad argument #1 to 'pairs' (table expected, got number)
1. pairs - [C]:-1
2. Merge - lua/includes/extensions/table.lua:87
3. ADD_ITEM - lua/autorun/game_hl2.lua:7
4. unknown - lua/autorun/game_hl2.lua:21
* Update game_hl2.lua
* Update game_hl2.lua
* Slowy fixing #
* ...
* Update game_hl2.lua
* Fix HL Source Category
* Add Back Phsygun
* Add HL: Source Ammo
* Update game_hl2.lua
* Fix Space
* Portal Core Ents
* Portal Cores
* Rework how translations are applied
Also no unnecessary changes to order and stuff
* Update and rename engine_entities.properties to entities.properties
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Add context menu helper to use component as input
https://files.facepunch.com/ziks/2024-10-01/sbox-dev_hxsAZ448Hi.mp4
Use the #classname for Sandbox editors and Bouncy BALL
Localize stuff added by game_hl2.lua (Partially Community Contribution)
changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
Refactor detail levels, only need one StreamingWorld component
Try getting local mouse position from scene viewport
wip map progress, cinderblock fix
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for
Add .sbox folder to gitignore
Don't attempt animation playback on sprites that only have one frame. Fix DrawGizmos NRE when SpriteComponent doesn't have a Sprite
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Improved climbing collisions immensely, works properly on rotating blocks
Move collision improvements for climbing. Can climb between different objects now.
Slight adjustment to climb up
Added proper friction to climbing
Bunch of very WIP experiments
Mesh component uses custom editor so it can have editor operations https://files.facepunch.com/layla/1b0111b1/explorer_oFDFsVdl1V.mp4
Add lights to the motor that change when a battery is inserted
Push player through to interactable actions, insert battery, sync state, play a sound
Fixed being able to place small I/O inside rock formations
Properly call OnPickupAction
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Attempt to fix root motion anim asset being marked as changed when opened on another machine
Make damageable stuff more generic
update slam particle
Don't recreate Edit menu, just update the undo options - fixes Facepunch/sbox-issues#6539
Add PlayerInventory to hold batteries, add display to HUD
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Increase second rad pool height so its easier to drink from
Capitalise code folder in game minimal template, resolves Facepunch/sbox-issues#6331
wip map, player movement adjustments, double jump matches standard jump power
Merge branch 'main' of sbox-frankly
Merge: from item_pooling
Fixes NRE when saving a player that was killed while crafting items and returned items would stack with existing inventory items
Tests: crafted low grade fuel with 1 extra fat in the inventory, killed before finishing the craft and saved the session on the server - no NRE
merge -> world_update_2 (have to do this again cause of last conflicts)
Refix: Had to remove due to merge conflicts
Merge: from main
Tests: editor build
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Simple menu flow, just so it's there
Clean: remove CancelTask ReturnItems param
Param was always set to true.
Tests: Crafted to completion and with cancellation (voluntary + killing)
Fixed HUD not working, removed MapKeys system as it's not relevant to this game
Motor plays some sounds when pressing/releasing
Update: rewrite the same bugfix a bit better
- More explicitly explained why it's needed
Tests: none, trivial change
Rename player prefab
Player interaction using IPressable events
Add Interactable
Fixed drinking from rad water sources just providing regular water
Bugfix: Release items that we've moved from crafting tasks back to inventory.
Tests: Crafted low grade fuel with 4 fat in inventory, then killed self mid-craft and saved - no NRE
slightly increased hcr damage falloff distance and projectile velocity