239,678 Commits over 3,837 Days - 2.60cph!
Make debug.starttutorial set tutorialenabled to true when called in the editor, saves manually enabling tutorial every time
Don't show return to survivor mission step until player has filled TC
Optimise UpdateResourcePings process further, don't run a Vis at all since we can just iterate over the networkable entities in our tutorial group
Make it run every 3s instead of every 1s
Fixed AND, OR & XOR gates draining batteries on both sides instead of only the side with the highest power input
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Delete TutorialHelpModalStageWidget component, no longer used
Fixed mission objectives not getting picked up by Phrases build - this seems to have affected all mission objectives, not just the tutorial island
Brutalist church progress
Proper fix for hull vs mesh at large coordinates (thanks dirk)
Leaderboard backup, run #
10243
Initial commit
Component id + prune those for refresh as well
Serialize id properly
OnRefresh
Fix refresh for bones
small oilrig sat tubes flow wip
Get rid of redraw flicker when adding/removing from lists and dicts
Fix NRE when deleting items from serialized list in inspector
Fix removing dictionary entries not marking scene unsaved
Fix copy/pasting nodes referencing graph target input.
Allow easy access to graph inputs from node menu, including "This"
https://files.facepunch.com/ziks/2024-03-11/RkOMLQmLlN.png
Facepunch/sbox-issues#5082
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studdle colour adjustments
Fixed presence of an HLTV bot causing certain commands to not run
Disable random bot movement on HLTV bots
Adjust debug.getregistry hack
So it doesn't return empty table every time, but a persistent one
handlebar_moustache small adjustments
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does
player update. homing missile launcher anims exported and set up
OnDestroyInternal should be internal
Update Facepunch.ActionGraph
Facepunch/sbox-issues#5066
Facepunch/sbox-issues#5128
Test reproducing Facepunch/sbox-issues#5128
Better handling for missing parameters during validation
Facepunch/sbox-issues#5128
Test reproducing Facepunch/sbox-issues#5066
Fixed Facepunch/sbox-issues#5066
Move FlexLayoutManager so it spawns in sooner to fix console spam while loading the menu
Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again
[ActionGraphInclude] implies [Expose]
Rename "Game Object" node category to "Scene"
Expose scene tracing to Action Graph
https://files.facepunch.com/ziks/2024-03-11/sbox-dev_rirZ1oi97u.mp4
Fixes Facepunch/sbox-issues#5120
ActionGraph node menu respects [ReadOnly] attributes
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png (#1495)
Refactor tutorial help prompts so that the Localization system can pick up the text on it
Should be no visible changes, just moved the Phrases out of a struct on the help prompts
Fixes local interpolation jitter
Merge from main -> editor_compare_client_server_fields
Merge from main -> harmony2
Merge from main -> rpc refactor_2
Test scene init
Sorted clipping terrain in test scene
Properly split terrain from other scenes
Fixed player not being able to process tutorial if player corpse despawns and is replaced with a bag (objective will complete if the player opens the bag, although the ping will no longer be visible)
Initial
Improve API, add targets (left/right motor, left/right trigger)
Motor frequency emulation
Remove unused
PWM fixes
Better & simpler motor control
Impulse trigger preview
Haptic editor - Play -> Preview
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling