239,640 Commits over 3,837 Days - 2.60cph!
Source Updates - Hide Poncho Material and Texture change
Removed power consumption from splitters, root combiners and electrical branches
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Fix async warning in PreviewMesh
Fixed electrical lights requiring 1 power when off
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GameController -> CGameController, some code refactor, Controller is a handle
player update. tamborine holdtype updated with latest idle pose
player update. tamborine entity edited so the it is held correctly and its holdtype updated with latest idle pose
Update sceneviewer_weapons.scene
Update charactercontroller.scene
packaged food - cans branding texture update
Merge branch 'main' of sbox-assets
player update. cowbell entity edited so the it is held correctly and its holdtype updated with latest idle pose
player update. pan flute entity edited so the it is held correctly and its holdtype updated with latest idle pose. xylophone deployed prefab updated so the drum sticks are held correctly
Make joint more robust in finding physics bodies, improve the gizmos a bit
Better anchor points for spring joint
Add Vector3.CatmullRomSpline, Vector3.TcbSpline
Add SceneLineObject
Add LineRenderer component
Add line prefab
Fix NRE
Adjusted cargo path
Notifier component placed harbor
Reran Scene2Prefab
player update. megaphone entity edited so the it is held correctly and its holdtype updated with latest idle pose
Fbx serializer is too spammy
Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes
Don't create model for preview mesh if there's no valid meshes
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Fixed memory cell draining battery on both sides instead of from the active output
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Initial approach logic:
Cargo now calculates tangents of each patrolfar node and compares the angle and distance to find the best scoring point
Debug outputs for this
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
WIP rewriting property node definition
player update. trumpet entity edited so the trumpet is placed correctly and its holdtype updated with latest idle pose
Add voice lists for other crackhead variants
SerializedProperty and ControlSheet support nullable values
BoolControlWidget fade property when disabled
Scene2Prefab
Added docking path to harbor 1
Don't preview smd for now
Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png
player update. exported updated homing missile launcher anim set and holster position updated on its entity
Make the UI designer screen larger to fit the extra states on.
Update bradley scientist AI design with recall states/events.
Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155)
Component selector search is scored, uses classname and description too
Add tooltip to component selector
Rename Particle System to Legacy Particle System
Update state for recalling scientists
Fix OnPreRender always getting called, even if execute in editor is false
Tick UI right before render, after other updates
Add VoiceListResource.Find( key, fallback )
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
Add dynamic cubemap scene
Added a WearableFadeToggle component that is added dynamically to leg renderers if the LegFade toggle is enabled on a Wearable
Currently awaiting a material integration, so it can be toggled via the Fade toggle on the PlayerModel, eventually we'll toggle it if the player is crouching
Aircon wall units
3 new aircon units and updated old aircon to have the same theme
Merge branch 'main' of sbox-assets
Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924
Strip out menu resources/startup resources - more trouble than it's worth
Interaction: grab bounds center for screen position, not just the GameObject's position
Inventory items have stack sizes, when adding items, recognize existing item instances and top up stacks before adding new slots
Make control sheet labels draggable
Dropping a component property will create a set node
https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4
Facepunch/sbox-issues#5129
EditorNode display fixes for embedded targets
Rip out SteamInput and our Controller API
Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs
Turn off steam overlay in the editor again
Forward controller button events to managed
Forward controller axis events to managed
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
Delete Input.AnalogInputs/GetAnalog (might re-add later)
merge from tutorial_island
small oilrig scene progress
S2P
small oilrig prefabs update
colliders update