243,208 Commits over 3,898 Days - 2.60cph!
Fixed missing override on server build
Fixed some IO prefabs missing their main power slot input
Only check the IO prefabs that need a main power slot
Codegen
VehicleChassisVisuals work around
Initial work on force mounting restrained players
ocean wreck buoy blockout
yeeeeeaaaah buuooooy
Fixed some more compile warnings
Bump game_text max duration to 1 hour
Block scriptenforcer.net as it's being abused now
Default "skill" to 2 (normal)
Fixed a crash to do with soundscapes after map cleanup
Fix "skill" cvar affecting non NPC damage to player
Merge scripts/talker/* with episodes
Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode
Let's try adding a Discord webhook on build finish
Move notification step to deploy job, propagate to other branches as well
Gravity Gun doesn't delete Physics Objects it didn't create
Give debug name to physics objects created via Lua & models scaling
For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale
Fixed NPCs spawning sprites sometimes causing artificial refs on the material
Hammer support for sent_ball
To serve as another example of Lua entity in Hammer
Use a ManualResetEvent in TestSubFileSystem.TestWatcherCaseSensitive
A bit friendlier for CI runners
added 12g shell eject for Spaghelli
needs work still
added 12g_eject
might need cleanup
Add some missing game setup components to fps_testing scene
Reduce gap between chat entries
Added an editor test checking that all player IO prefabs have a main power slot input
added 556_ejectbrass particle
changes to 9mm_ejectbrass
added 556 casing eject for M4
Merge Travelling Vendor + Dynamic Pricing -> Aux2
flashbang explosion addition and setup
Manifest update and minor test map corrupted reference fix
Fixed incorrect positions of vendor fronts (again)
Vehicle lights bool rewrite again
Refactor of indicator code
Prefab changes
Scene view: whack up 2d view zoom speed, properly clamp zoom to sane limits
All first-person animgraphs: more replication of newly-updated shared components
Support tga and psd image loading
Bring back image asset preview with fixed tga and psd support https://files.facepunch.com/layla/1b2111b1/sbox-dev_t0gYLg8tdd.mp4
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Add angle/grid snap increment spinboxes for custom values, Facepunch/sbox-issues#5691
Disable motorbike sand spin Play On Show
FPArms: move_groundspeed to move_bob (0,1)
added 9mm casings to USP/SD/MP5
added ejectionport component so we can spawn shell casings and gases
Improved bike collision ragdoll physics
Add hc1_hide_flashbang_overlay
All first-person animgraphs: fixed accidental 1001 instead of 1 on move_bob + removed 2nd setting on ironsights (it's now either disabled or enabled... but it's still an int)
Disable WholeProgramOptimization
Avoid calling Path.GetFullPath for already-rooted paths
Fixes TestSubFileSystem.TestWatcherCaseSensitive
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Don't need move_groundspeed here
Ignore case where bullet trace distance would be zero (?)
Missing semicolon! Is this programming day 1?
Forget about the extra ironsights parameter, we're getting rid of it, push irons forward for USP (preference)
Add a forward force to the ragdoll when player dies from bike collision
No need for manual offset for USP
Reduce left right wobble
Debug logs for brakes/indicators
Set up move_bob parameter