240,795 Commits over 3,867 Days - 2.59cph!
Add VerticalLayout, clean up layout system
Leaderboard backup, run #5885
Show a ping on the scientist when you need to go and talk to him
Mission objective rows now grow vertically to fit text
Show a ping in the mission objective HUD if that objective is being pinged
If the bonus resource storage has resources for the current mission, show a loot ping
Leaderboard backup, run #5883
Added an option for tutorial deploy guides to only display if a specific stage is active, implemented on initial build stage
Asking the mission provider for help will now reopen that missions full screen tutorial modal
Add 'use cache' button back to server browser
Reimplement code that uses cache vs steam browser
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tag team dmg upgrade
scale enemy hp with player count
dash heal player upgrade
fix ui regressions
Parachute cine materials + prefabs
Updated the files of old_radio model
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Merge Main -> Attack Helicopter
Fixed Player:SprintEnable not working
Also made Player:SprintEnable accept a bool optionally, and added Player.IsWalking
minor changes
Additional null checks for heli seat owner
turned off texture streaming on haircap textures, set all but hairstyle_5 to high compression, tweaked alpha on hairstyle 3 so it doesn't have an obvious seam on the forehead
Reimplement cached browser in a much simplier format
Submit single query for ping after cached serverlist is downloaded instead of prioritizing pinging servers that are currently visible on screen
Add method to VirtualScroll that updates items that are visible
Set ping text to '?' every frame until the cache is populated (rather than complicated tasks and callbacks)
XL ground kickup experiment working files & scene backup
Fix not loading entity prefabs
Merge from main -> cached_server_browser
Fix editor FirstPersonCamera not obeying dpi scaling
Cleaner selection
merge from Attack Helicopter
merge from weaponrack_io_display_fix
merge from quarry_distance_anim_fix
mining quarry - changed direction of scrolling uvs, prefab fixes
Noodling with nodes
More noodling
WIP blueprint node interface
Fleshed out NodeType
NodeType tweaks
Input / output signal support in NodeType
Blueprint<T> skeleton
Some more example nodes
Blueprint node graph modification methods
MethodNodeType, refactoring
Move blueprints to Sandbox.Engine
Basic blueprint test setup
Test refactoring, improving graph composition API
Big refactor
Renaming / reorganizing
Some helper methods for adding nodes
WIP dealing with dynamic node definitions
For example Event nodes that have different output sockets
Block chat messages FROM players in tutorial too
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Hide chat messages except for server messages when in the tutorial.
Added Chat.hideChatInTutorial replicated convar to toggle this behaviour.
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updated renderLOD settings on quarry track
Add EntityPrefab.JsonValue (replaces Value, which is still there for backcompat)
Add Json.ToNode, Json.FromNode
Serialize/Deserialize [Property]'s on IPrefabComponent manually
Changing prefab interface names
Call GetPixels() on backdrop filter props instead of getting Value directly, fixes percentage/fraction-based filters
Fix edge case for FindDeepestNodeContainingSpan
Ignore SourceLocationAttribute in ILHotload
Fix edge case for FindDeepestNodeContainingSpan
Add PanelTraversalOverlay (for lack of a better name)
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection
CSS: Better Autogen (#1222)
Leaves out nullability changes for a later pain day, but includes layout cascade auto-gen, transition/animation default value handling w/ auto-generated defaults, and guarantees a value for every property in ComputedStyles (although the compiler isn't aware of this yet).
VCS: only tick for panels that want mouse input
VCS: fix is-pressed style