240,922 Commits over 3,867 Days - 2.60cph!
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Adjust when hand IK kicks in during deploy
Fixed bone retargets not getting properly reverted in some cases, fixes NRE's when changing view mode while parachuting
Rewrote conversation_airwolf_response_interested from "I'd like to buy a helicopter" to "I'd like to buy an aircraft"
Added support for spawning non-vehicles at Air Wolf. VehicleSpawner now uses a new IVehicleSpawnUser interface instead of BaseVehicle. BaseVehicle and HotAirBalloon now both implement IVehicleSpawnUser.
Scrap heli doesn't need this fuel override
Matchmaking map list sorts by most popular
Players can view Settings from Pause Menu, add blur if ingame
Merge multidraw convar fix
Some fixes
Leave "random color based on position in world" to shader until we get the "color set by players" working
HAB now has a proper icon and name on the death screen
Changed main menu style, added settings page for rebinding inputs
Merge Main -> HotAirBalloon DeathScreen
Hide Create A Class behind the editor for now
NotificationManager supports parsing Input Hints using a pattern https://files.facepunch.com/tony/1b3011b1/sbox-dev_zC1LT7iTAi.png
Up MP5 holster time to match @MaxLebled's new anim
Reference weapon packages in sbproj, create a class can use proper models from WeaponDefinition again
v_mp5: polished holster animation
https://files.facepunch.com/maxlebled/1b3011b1/2023-08-30%2023-24-55.mp4
Alternate door option: Shared health with main balloon/armor.
Added ChildDoor - a standard door with extra options to redirect damage and protection to parent.
Switched HAB door to use ChildDoor.
Default multidraw to false on 2019 (for editor) as it only works in 2021 and causes nothing to render when enabled
Restore AssetBrowser property attribute editor
Delete RippleCompute, add Fluid Simulator
Iterate on fluid simulation, divergence needs to be 2D
Iterate simulation
Map fluid simulation properly to water shader
Advect UV and dye on fluid simulator, add blend to water
More work on getting colors working
HAB armor door is no longer immortal, has own health.
merge from HomingMissileLauncher
merge from initial_airborn_patch_balance_pass - Everything subject to change
HAB armor upgrade can be purchased at bandit camp vehicle parts vendor
Don't bind voxel visibility, not much use in managed, just setup vis on world ref
HAB armor repair, research, crafting
Parachute armor repair, research, crafting
homing missile repair, research, crafting
homing missile launcher repair, research, crafting
Techtree updates
HAB uses slightly less fuel, cheaper to repair
Bike Rack - burger box - post box
Merge branch 'main' of sbox-assets
Added net.Write/ReadUInt64 and File:Write/ReadUInt64
They accept and return string values, and can be used with Player:SteamID64()
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
Make QAssetSelectionWidget and QEmbeddedAssetPicker selection work again
Include customColor in GlobalUpdate & send update when building block color is changed
merge from patrolheli_water_fixes
merge from hab_repair_costs
merge from hab_decay_improvements
Support custom colors per mesh, effectively allowing us to override MaterialProperyBlock per mesh like old rendering system
Will fix container not being recolored by players with instancing
initial HAB banditcamp purchase
Make callbacks/listeners work again on QEmbeddedAssetPicker
Push/Pull buttons fuck off
Pass custom menu to embedded preview picker
Added Angle.IsEqualTol
Apply file.Exists fix to file.IsDir for Lua paths