240,747 Commits over 3,867 Days - 2.59cph!
Added First Wanted Poster Variation
Added First Wanted Poster Materials and Model
Setup Basic Prefab
Fix gmod_suit 1 breaking sprinting
Sentences system calls EntityEmitSound
There are a few caveats:
* SoundName is always invalid.wav
* OriginalSoundName is the sentence name
* The sound table will contain SentenceIndex in these cases
* OriginalSoundName can be changed to replace the sound.
Global.EmitSentence now has an optional 9th argument = DSP, defaults to 0
Added Panel.GetScrollStartIndexes
Works only on text entries, returns 2 values - x axis offset, y axis offset
Added some NPC functions
NPC.GetGoalPos
NPC.GetGoalTarget
NPC.IsCurWaypointGoal
More "reportable" keyvalues in default FGDs
Shows useful info in the Entity Report window
Added NPC:GetCurGoalType
navmesh Lua API additions
Added missing enum for NAV_MESH_BLOCKED_PROPDOOR
Added navmesh.GetBlockedAreas()
Added CNavArea:MarkAsBlocked( teamID )
Added CNavArea:MarkAsUnblocked( teamID )
Added CNavArea:RemoveAttributes( flags )
Added CNavArea:AddAttributes( flags )
Disable default automatic navmesh unblocking
Add some of the existing nav related entities to the FGD
func_physbox/pushable is ignored by navmesh gen
Disallow making addon presets with empty names
Also fixed number only names being unable to be deleted
Confirmation when deleting addon presets
Addon preset importing and exporting
Merge Pull Request
Added net.Read/WritePlayer
Make ENT:OnTaskFailed second argument work
Added 2nd return value to NPC:Disposition - priority
Panel.DrawTextEntryText doesn't silently fail with invalid input
gitignore settings/presets/
Fix crashes when attempting to index invalid sentence IDs
Fix spawnmenu saved cursor pos resetting to middle of the screen sometimes
Resolved incompatibility with $BlendModulateTexture and $detail
Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0
And subsequent freezes due to infinite loops
Lazily fix props with VortWarp shader crashing when entering water
Reduce default max_fps to 150
There's no reason to have it at 300 by default
Add a hack for $alphatest 1 displacements not having collisions
$alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements.
Rename CS:GO mountable game to mention the legacy branch
I am not sure we should keep it, might just leave this to mount.cfg
Fixed blendable textures on a brush being inverted in Hammer
i.e. not appearing like they do in-game.
Remove empty files from build process
Fixed fonts from gamemode's content/ folder not being extracted
For workshop addons, so they can actually be loaded.
Hide "No bound shader" warning behind developer 1
And also add which materials the error is for
Merged Pull Requests
gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files.
Added zi_ maps to Team Fortress 2 category
Merged Pull Requests
Added ents.Iterator and player.Iterator
Added string.CardinalToOrdinal
Fix compile error
Open scene menu when right clicking hierarchy tree background
Fix SpinComponent speed limit
Catch errors in undo
Fix GameObject.Clear not actually clearing shit
Fixed _ShadowMapTexture related errors in "Rust/Standard", possibly others
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Update Facepunch.ActionJigs
Null literal node
Can get / set fields with nodes
INode.CanClone, CanRemove
Post-rebase fixes
Update gm_construct.nav
Added walkable drop down only areas to elevated areas, such as roofs of certain buildings
Added some navarea functions
Added CNavArea.GetIncomingConnectionDistances
Added CNavArea.GetAdjacentAreaDistances
Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
Fixed water not rendering properly on Scene View in play mode
particles component
Tonemap sliders
Fixed "CopyTexture" error and "built-in RT type 15 not found" warning, when spawning players
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Save and Restore scene session camera state
Plumb in a fix for EntityPrefabEditor entity selection
Use ProjectCookie for scene last opened
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
See if we can convince it to compile editor addons during test
Write s&box.sln in unit test proper
artifact game log files when running test
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
Leaderboard backup, run #6749
Enable colliders in editor session again
Create BVH and copy it to RnMesh_t (for tools)
BVH resource pointers point to rubikon data
Swap these bits around in bvh node because that's the order rubikon has it
Fix bloom being enabled by default
Clean release build at 1am every day
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Fix character collider bugs
Keep character controller trace consistent
Create ModelPhysics (doesn't do anything yet)
ModelCollider collider bones use the part transform
Cleanup
Select next child when deleting
Use aligned vertices for RnMesh_t, convert post load if they're unaligned
Fix cell size of backpack inventory
Cherry pick flatbed prefab fix to Aux2 + manifest rebuild
Add materials back to BVH
Merge rail_network_link -> Aux2
Fixed train signal lights at low LODs
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
Try commiting GameUI.Inventory again