241,472 Commits over 3,867 Days - 2.60cph!
Interop bindings for OpenVR overlay intersection
Merge from nuclear_missile_silo
shock status wip
bullet chance upgrades
tweak nametag
tweak upgrade choice ui
shrunk upgrade hud more
remove debug
Made radio tower ladder collider thinner
Added an invisible blocker below the missile to prevent loot from falling down and becoming unreachable
Added NoSunlight tag to underground volumes in the NMS to prevent sun from leaking inside on certain seeds
Scene2prefab
Add Asset.DumpThumbnail, as well as Dump Thumbnail(s) in asset list context menu
Zombie Skin
https://files.facepunch.com/daniel/1b2411b1/Photoshop_vHPzKGrn7t.jpg
https://files.facepunch.com/daniel/1b2411b1/sbox-dev_t1fIW0ov3x.jpg
Zombie Skin //
Work in progress on the zombie skin, early days on the integration, making sure things function with the clothing. Many new adjustments to come to this skin.
Merge branch 'master' of sbox
Use clamp for texture filtering instead of border inside UI filters, makes blur filter look nicer
https://files.facepunch.com/alexguthrie/1b2411b1/filter.png
refreshed stone wall frame LOD0 to be higher detail
Columns, containers, item components
Added renamed "Core/Generic" to ""Core/Generic (deprecated)"
ShaderGraph: Fix formatting on generated code
better creation gibs for Floor frames
Add editor script menu options for auto creating pegs ready for placement
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AutoSet config script now warns for items with missing peg setup
Button, Siderbar, Colours
better creation gibs for Wall frames
removing tga color lookup in favor of png
tweaked colours to be more vibrant and varied
Cherrypick
82429 for options menu
fixed scrolling rock texture issue on mining quarry static. The animated belts now have their own material assigned rather than sharing it with the rocks
Slightly larger PreventBuilding volume around missile silo monument
merge from pylon_cave_fix
merge from sentry_quit_tag
merge from keybind_system_2
separated glass from rest of the meshes - ferry terminal exterior and interior building
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Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries
Testing out some approaches to removing some unused mesh assets in server builds
No longer repair building block when sidegrading (changing skin without changing tier)
No longer reset building block rotate timer when sidegrading (changing skin without changing tier)
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Restored RequestRespawnInformation RPC on player - this is still used when campers are in a players respawn list to update their position in real time
When reporting a panel event error give its name
When setting up a panel bind - try to set its value immediately
Assert Panel.StateHasChanged is called in the main thread
Add NavigatorPanel.AddDestination to manually fill destinations instead of searching for attributes
Start refactoring game menu screen into a more customizable structure
Add NavigatorPanel.INavigable, allowing panels to recieve notice when they open and close due to navigation
Close previous game when opening a new one
Refactoring
Quit button works
Lobby cleanup
Active game page on game menu
Remove debug text
Map selection
Create server menu
Save/load lobby settings automatically
Fix panel slider not sliding properly if a parent needs scroll
Add game settings to lobby
Fix Map option sometimes not showing
Fix growing
Don't touch drag if MouseDown stopped propogation
Map facets + search
Sort option
Game list uses new package list
Can change map in active game screen
Warm up the menu screen before opening
Don't download the whole game package for menu
Settings + Server pages
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Handle deleting panel during children tick a bit more gracefully
Add interopsystem.status, interopsystem.dump debug commands
Package download diagnostics
Added stylesheet selector broadphase
Don't touch drag if MouseDown stopped propogation
Basics of driveable tugboat vehicle set up. Includes item and icon. Manifest update.
switch hitboxes to cylinders
use dt for enemy acceleration
fix hitbox scale
boss jumping
repel things
tweaked boss charge
boss healthbar
Updated cinematic gestures to allow crouched movement
WIP guide meshes for floor and foundation build blocks - indicates the texture's tile direction