250,872 Commits over 3,959 Days - 2.64cph!
Use `background-size: cover` for screenshot carousel items, resolves Facepunch/sbox-issues#5833
Set "order" facet if we haven't already, resolves Facepunch/sbox-issues#5801
Fix origin/attach point pixel snapping on images that weren't square aspect ratios
Fix origin/attach point bounds and dragging on images that aren't square aspect ratio
"Point Controls" shortcut buttons now set origin directly instead of setting via the draggable
Add CTRL+Wheel to quickly zoom in/out of Sprite Editor Timeline
https://files.facepunch.com/CarsonKompon/2024/July/16_08-21-ThoroughVerdin.mp4
Fixed noise + light range check
noise issue caused by varied hash start fixed. Removed light range check from shader as without a UI control for this it can result in large flat surfaces 'lightening; or 'darkening' at some camera angles. This was because light range check was added to reduce occlusion bleed, but without a UI to adjust the level it wont be correct for all scenes. So better not to have it.
Merge branch 'master' of sbox
Updated skinning on male player model with forearm twist bones and elbow twist bone
Re-add library template (couldn't create from Library Manager), resolves Facepunch/sbox-issues#5811
Prevent on draw gizmo spam in the editor
Package.Url points to sbox.game, closes Facepunch/sbox-issues#5838
Harbor shipping containers now allow vehicle movement onto cargoship by parenting vehicles
road/rail rejection for coastal cliffs
renamed 'new wolf anims' folder to 'anim2024_update' and added _rm to the end of wolf 180 turn and run attack anims
Candles use standard thick transmission shader instead of the depracated packed one.
Make property context menu always unfocus current control, fixes Facepunch/sbox-issues#5836
Apply workshop URL skin when starting scene.
More tests.
Terrain: use hit position of the first brush stroke, instead of center, for a more reliable flatten
Add a comment for later
Check if onfailure exists in http.Fetch/Post
WIP - Work in progress DO NOT USE
exported wolf idle 1 and 5 anims and shortened wolf run attack to remove the growling part
update to shockbyte toolcupboard
- zeroed lods
- fixed lod materials not being properly assigned (order was wrong)
Added a bunch of mount points for grenades, mounted prefab variants
Added new head to skinset.male
Secondary mount point is perfectly in the CT character's pistol holster
Add missing css spec cursor: aliases for diagonal resize, fixes Facepunch/sbox-issues#5497
(nesw-resize, nwse-resize)
Redo resource cleanup on world removal
Facepunch/sbox-issues#5834
Re-add mount points for all equipment on the player
Improved bone mask behavior
exported all updated wolf animations in a new folder
Wire invisible over ~4 meters
Added distance-based culling to the wire shader
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Increased the default npc vending machine IntervalHours to 5 in-game days
This means that prices will adjust themselves every 5 in game days, used to be 4 times a day
This should result in more stable prices and smooth out the sharp drop off of prices a week into a monthly wipe
Leaderboard backup, run #
12487
Simplify TwistCorrectionComponent
Ported the two bone IK component into our framework
Updated the twist scene with a more representative example of bone shearing
Made an example scene for the twist component
Fixed the TwistCorrectionComponent resetting it's initial rotation offset value every time the component is updated, preventing it from working at all
Call OnContactRemoved when refreshing contacts
DeathProgress no longer [Sync] var
Thing networking changes
Changed some [Broadcast] RPCs to [Authority]
Added Singleplayer button to main menu
Gibs, more closely match icon
Allow non solid contacts to report touch events for trigger collision rules to keep the collision behaviour we have
Set up skin, rebuild deployable prefab to keep consistency with base TC