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Prototype Hatchet
Prototype Pickaxe
Setup Varying Shotgun World Models to change depending on stack size
Renamed Shotgun World Model Variations to match naming conventions
Add Accuracy to Turret Asset. Various UI fixes.
reroll teleport upgrade
reroll reload upgrade
combusion & expendable upgrades
first 3 enemies always drop coins
alternator upgrade
handouts upgrade
dash restart bullet upgrade
temporary fencing
bent variant and gib for large panel
Added and Setup Spanner Props Prefab
merge from building_skins_3
merge from august_art_bugfixes
.addon becomes .sbproj (auto renames), editor creates file association, rework -project make it simpler
https://files.facepunch.com/matt/1b1911b1/explorer_Os0Tf2Y8l7.png
Formatting
Refactoring, skeleton of new 2D meshing strategy
frontier skin models / gibs / colliders and texture atlases
Delete inputsystem.dll
Remove unused
Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty"
This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
Run protbuf gen (forgot to do it after merging racks to aux) to fix weapon racks.
Fixed thatched wall by roof side Z-fighting when placed side by side
softened side conditional colliders of brick roof to avoid block
Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty
Fix for rotation indicator display
Protection properties for unpacked parachute
Parachute is now saved and allows sleeper mounting for nexus shenanigans
Leaderboard backup, run #4565
Added overridePickupTime to entity pickup settings, parachute takes 12s to pick up
Fixed backpack notifies not working after
85060
Reworked parachute repacking process, instead of adding an "unpacked' parachute to the players inventory when landing the unpacked parachute now gets dropped in world space
Player can pick it up like any other item to repack it
Support bodygroups for citizen skins
Merge from global_networked_bases -> aux2
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Rework how we update the current backpack item since we don't send the main item container to other players
Use the player's save data to store a current backpack item id so it's always accessible to everyone
Merge TugboatJuly -> Main
Disable Water5 correction forces on tugboat - rule out ApplyCorrectionForces as the cause of the sinking reports
Added global.blockServerEmoji convar to allow clients to opt out of receiving server emoji
Merge from global_networked_bases -> aux2
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
Merge Main -> TugboatJuly
Max 32 chars for ident edit, don't show sandbox gamemode twice
Add icons for all file menu items
Add "Open in Editor" context menu option to ProjectRow, shows up for library/tools/addon projects
Make StartScreen a BaseWindow, add HasMaximizeButton
Add modal package selector to main menu, use `Game.Overlay.ShowPackageSelector( query, onSelect )` https://files.facepunch.com/tony/1b1811b1/sbox_0pbOdyXzXM.mp4
Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds
Revert "Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds"
This reverts commit 738d6ef11f5591743600177ff476b7d5138f9741.
Trace.RunAll() - return empty array instead of null for no results
Fix copying text throwing exception
Use s&box logo as window icon for welcome screen 👋
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
Fix crash when dragging cloud models quickly in/out of MapView
Merge branch 'master' into render-frag-ref-fix
Shockwave + ground effect tests
Merge from global_networked_bases -> aux2
More cleanup & hopefully fixes