248,620 Commits over 3,928 Days - 2.64cph!
Added secondary colliders to all cliffs to fix the issue where it was possible to place small I/O inside rocks
updated radtown name, updated radtown loot
Episodic combine_intmonitor props with extra skin
gmad.exe allows .vtx files again
Try writing current git branch to garrysmod.ver
Added river rocks
Brought back small arctic rocks
Updated the whitelist to allow .vtx files again, while restricting .sw.vtx still
Pause on error for Win32
Because people on Windows just can't comprehend what a command line utility is
Started prototyping catapult siege weapon
Added basic interactions, placeholder fire animation
Only fires rockets atm, still need to add new projectiles
christmas_light asset finished and scale fix
some light tweaks in art_scene
merge from ocean-override-curves
merge from world_update_2
adjust lighting and frank's position in art_test scene
Reworked the fix for seaweed spawning above ocean / it was conflicting with grass and lowering the density of coastal rocks
New fix uses clutter topology to block off seaweeds instead
Get rid of cloud browser chips, move facets next to search bar
Remove DropDown widget I added and roll facet dropdown into its own widget, simpler
Initial tabbed asset picker w/ both local and cloud assets
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_WENJnEwfYb.png
Facet dropdown cleanup
Only select 1 entry per facet, display selected name and icon in dropdown
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_AueEMTPu9O.png
non-linear flow scaling, with further tuning
Update these to check the new cloud path
Logging non vs versioned idents as a conflicting version is dramatic and actually I don't care, we'll use the versioned one anyway
add separate transition curves for different ocean override parameter groups
Replace .source2/ with .sbox/
Revert "Redownload package manifests if they're dodgy instead of breaking a download"
This reverts commit 4ea8058ad72c4c3a9c9d2c29e0c76f78d1a9edcc.
Added Water Footsteps/Particles
merge from world_update_2
Make sure we've got the right package version installed, update if not
Bin global tools package cache, replace with per-project store
Redownload package manifests if they're dodgy instead of breaking a download
Fix pinned version # getting dropped when installing package
Prevent trying to install different versions of the same package
Add manual cloud asset updating
Update asset package refs when updating dependency, fix when broken (yuck)
Basic 'in project' filter for installed cloud assets, show as asset location
Check revision matches when we're checking for an installed package at a specific #
Don't redownload a package we've already got installed
Catch possible NRE
This isn't needed anymore
Add .source2/ to gitignore template
If package is on disk just use asset directly when dragging into scene
Update existing refs in GameResources when updating package
Normal GameResource processor uses versioned idents too
Consistently sort reference lists alphabetically so diffs aren't so mental to read
Only update references inside project assets folder
Avoid walking into a LoadResource exception, we don't really care that much
Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs
Show remote/latest version info, incl version id, in PackagePopup
Merge from underwaterlights (max depth darkness toned down)
Tuned max depth darkness down further.
caves - need another pass to finish with overhang rock in some scenes
Ensure upper bound clamp of the method version of AfterProtection is set to a large enough value so the value doesnt incorrectly clamp to the radiaition amount itself
Fix player not always jumping out of a dive when pressing space
Added Dive/Slide particles
Made it so you can't cancel a Dive mid-air
Added short Hop when left clicking while sliding from a dive
Diving into a jump pad will cancel the dive. Sliding to a halt will cause you to exit the sliding state
turn off shooters in playground
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
LookAt Component with axis lock
Fix Pause Menu not being able to unpause properly
Fix WallJump making you jump a nearby wall when grounded
Improved the wall slide and fixed Ability.HasGravity
Added wall slide particles (will look a lot better once there's an anim)
Remove some logs
Exit running state when running into a wall
Update: Audio RPC codegen
Missed in my previous commit - support for audio.enablesoundpooling.
Tests: enabled the switch at runtime, produced assertions (expected)
Update: RPC Codegen
Somehow missed it despite generating previously.
Tests: validated that I can dynamically switch it(even if it triggers my asserts - it's intentional)
cliff_hills_large_e tighter anchors to fix terrain holes
Cliff_tall_d fixed terrain holes
sbox charm added, pixel charm removed
Merge from underwaterlights
Falloff tweaks. Brighter shallows.
added wood_a2 blend + cardboardbox updates
Fixed Facepunch/sbox-issues#6518
Ensure vendor grabs correct direction for peek