240,275 Commits over 3,837 Days - 2.61cph!
Fixed find scrap objective missing ping icon in missions HUD
Removed Think coroutine in MissionsHUD, I don't think it's necessary? (easy to revert if I'm wrong)
Fixes missions hud popping out twice when the player receives a mission
Slight optimisations to MIssionHud hide process that is called constantly during regular gameplay, now has no cost if the missions hud is already disabled
Set startup scene. Fixed NRE in PlayerDisplay. Can use [Authority] for PoolBall.TryMoveTo now
In OnTargetedMessage if the TargetId is Guid.Empty, assume it's for us (this may happen if we're using OwnerId as the Target, but the "owner" is the host)
dentist chair
wheelbarrow
present
Merge branch 'main' of sbox-assets
Send actual connection id instead of checking steam id as fixes local testing
Fix white ball placement, disable cue renderer when appropriate to hide it
Fix toasts not showing up
Make some vars private
Cleanup
Don't render AO proxies if we're not casting shadows
Update player's BallType in INetworkSerializable.Read/Write
Move white ball move logic
Started porting over UI. Start implementing game logic for turns and potting logic. Try to network as much as possible right now - some hacky bits in the mean time.
Fix NRE when calling [Authority] RPC but authority is the host
VR: Clean up stereo rendering logic, fixes aoproxy rendering, reduces memory requirements
VR: TrackedDevice defaults
Fix disabled components not dropping in from treeview
Fixed issue with header icon and text not being placed correctly
Fixed header icon aspect ratio
Adjusted padding throughout
Finalised standard availability ui
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Added placeholder shovel vm & prefab folder structure
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Added in stock to standard vendor layout
Backwards compatibility for old addons abusing bad .gma filters
Layout now supports multiple entries
player update. rocket launcher reload anim
Added avaliable and cost icons, amounts and divider
Remove entity handle usage from base light probe volume
Delete gameresourceservice and some entity2 files
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New Hair Remade - Curly Long Hair
LODs coming asap for the hair, plus some slight adjustments to the hair textures.
render shadows in firstperson
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Citizen/animgraph: added Skid_C to complement the 1D blend
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Fix Terrain.RayIntersects not working when ray starts outside of heightfield bounds
lightpost update - remove spotlights that were integrated in favor of in prefab spotlights
Add property to ModelRenderer to configure shadow rendering https://files.facepunch.com/devultj/1b1811b1/sbox_DopEMn3tD5.mp4
harbor_1 and 2 layout changes continued
Pass tags to envmap probes in prep for having control over them
Make sure to pass tags to light SceneObjects
Noclip control
Toggle with "B"
Give SceneCameras created by CameraComponent a name (derived from its GameObject)
Citizen/animgraph: added wish-based flailing & directional lean to skid, and converted the 2D x/y blend to a 1D move_direction blend to ensure the transition between directions look proper regardless of speed
https://files.facepunch.com/maxlebled/1b1811b1/2023-12-18%2013-46-47.mp4
More difference between hovered and unhovered gizmo controls
HeaderBar supports LeftCenter, RightCenter
Add Editor.Shortcut class
Move editortool mode to headerbar