4,119 Commits over 1,127 Days - 0.15cph!
Skip input data if we encounter a component that no longer exists (should fix issues where client sends input for a component that the server has since deleted)
Serialize structure HP
Added support for multile single door types (Wood, Metal)
Serialize last killed time this'll serve as a stat for longest survived time
Reduce threshold for low need stat
Add some simple placeholder icons for death screen
Add death screen to just show information about what/who killed you and with what (auto close for now)
Change starting need stats, increase respawn time to 5s, show death screen when killed
Added crafting indicator and generic ItemIcon class
Add high z-index to Hud overlay class (for now)
Added InventoryItem.OnTrySwap. Dragging an attachment directly onto a weapon will attach it
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
Use a super high z-index (for now) on all the dialogs as it seems to fix flickering
Fixed Input outside of Simulate context error when a player is sleeping
Add Saved Game styling for new lobby
Merge branch 'master' of github.com:Facepunch/sbox
Render Tags (#758)
* Initial commit / backup
* Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
* remove unused HasTag overload
* Support "world" tag to render only or exclude static objects and hammer geometry
* Typo
* Include/exclude sunlight and other lights according to set tags
* Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
* Let's respect the camera's exclude / render tags in HighlightRenderer
* Add tag checks in DrawSceneObject too
* Remove unused GetTags overload
* Remove unused
* ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
* GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
* Only ITagSet is a public interface, hide everything else away
* Fix sillyness
* Tags property
GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
Only ITagSet is a public interface, hide everything else away
Initial commit / backup
Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
remove unused HasTag overload
Support "world" tag to render only or exclude static objects and hammer geometry
Typo
Include/exclude sunlight and other lights according to set tags
Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
Let's respect the camera's exclude / render tags in HighlightRenderer
Add tag checks in DrawSceneObject too
Remove unused GetTags overload
Remove unused
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
Minimap stuff. Use CheckOverlap for build exclusion zones.
Remove unused GetTags overload
Add tag checks in DrawSceneObject too
Let's respect the camera's exclude / render tags in HighlightRenderer
Include/exclude sunlight and other lights according to set tags
Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
Support "world" tag to render only or exclude static objects and hammer geometry
Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
remove unused HasTag overload
Client Input Components (#747)
* Initial commit
* Documentation for ClientInput hints that it can also be used on ClientInputComponent
* Allow any component, remove ClientInputComponent
* Copy component values best we can in MimicBot
Bin off the compass. Add a minimap, show markers on minimap edge
Move zone display down a bit
Fixed hash code
Added map markers
Added UI for Traders https://files.facepunch.com/conna/1b2511b1/sbox_r1mqyqGyTE.mp4
Copy component values best we can in MimicBot
Lobby/packages design cleanup
Fix occasional panel index out of bounds
Add storage settings page
Duplicate asset option in context menu for assets in asset list
Fix CI uploading without tests passing
Fix concurrency
Move concurrency to the root
Dirty panel styles recursively when PseudoClass changes (fixes hover style remaining on children)
Component RPC Support (#744)
* Component rpc initial test
* Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId
* Backwards compat
* Use temp StartRpc2/SendRpc2 names until next pain day
Merge branch 'master' into client-input-component
Allow any component, remove ClientInputComponent
Component RPC Support (#744)
* Component rpc initial test
* Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId
* Backwards compat
* Use temp StartRpc2/SendRpc2 names until next pain day
Added AnimateBrightness and use it in Torch
Cleaned up weapon code, strip out all view model stuff, add torch class and resource
Add fuel and torch recipe
Make fuel a little more likely to spawn in containers
Give default items
Added torch effects
Duplicate asset option in context menu for assets in asset list
Documentation for ClientInput hints that it can also be used on ClientInputComponent
Use temp StartRpc2/SendRpc2 names until next pain day
Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId
Backwards compat
Added NamedZone, TemperatureZone triggers for Hammer. Added zone display to hud.
Remove unused
Don't show the same zone name too often
Updated some styling
Revamped vitals display w/ animated icons based on context
Fixed not dying of hunger quick enough
Fixed toggle buttons for recycler/cooking UI
Component rpc initial test