4,930 Commits over 1,461 Days - 0.14cph!
Added first version of WrapSet/WrapGet
Unit test stubs
Don't pass value for get accessor..
Cast to original return type in get accessor when wrapping
Support CodeGenType.Instance with CodeGenType.WrapCall
Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
Initial tests for static call wrap
Fixed heavy walking sounds
Just position crosshair at screen center instead of funny business
Fix deployable hud labels having bg. Fixed claymore mine laser
Reload indicator with help from css guru @xezno
Typo
Add return button, when in-game use neutral colors because cant access actual team yet
Fixed create game modal not using game filter
Create a menu scene panel and add hovering player
Tweak rotation on the menu - trail particles a bit odd
Tweak menu style a bit for now
Remove ActivePage and just use FrontPage, update it
Loading panel style tweaks
Backdrop filter
Remove settings in-game + set random seed so team color is different
Use different seed
Oops need to add menu resources
Add Game.InGame for buildhash so updates immediately
Don't use ReadByteArrayFromStream (it's gone), comment out RenderToTexture for now
Interpolate post processing effects. Add PP for stealth
Lower grav on sticky proj
Play sound when picking up ammo and increase fade distance
Added Suicide (hold) button for switching class mid-life. Can do this once every 30 seconds. Fixes #66
Upgrade Hud clarity changes
Add test menu. Increase max sp[eed of all loadouts. Add special destroyer explosion sound. All bouncing projectiles use bounce sounds,. Remove melee functionality for now.
Light Turrets don't require power (engineer buff). Fixed Damage vs Heavy upgrade not actually working. Fixes #65
Use Frustum instead to ensure created
Increased dB scale of explosion sound (replace this sound later it sucks.) Boomer inherits velocity more. Barage, Cluster and Boomer all have increased projectile speeds. Fixes #67
Change ammo icon pulse speed and HUD offset
Add test generator destroyed sound
Remove test sound
Actually throw the flag instead of dropping it and use view angles. Fixes #76
Engineer generator repair rate is 5x faster. Fixes #72
Generator auto-repair timer reduced by half. Fixes #71
Added ammo pickup system. When players die they drop a percentage of the weapons ammo as a pickup.
Fix Vector3.ToScreen not working as it did before and breaking lots of stuff. Implement backwards compatibility and evaluate if this is the right solution later.
When showing generator under attack use infinity for MinMaxDistanceAlpha
When a generator is attacked, periodically show that team a notification and update its UI icon to pulse and change icon. Fixes #73
Allow local packages in game menu if we are not ourself a remote package. Fixes sboxgame/issues#3614
Update obsolete event attributes
Update obsolete event attributes
Update all obsoletes and run a trace to ensure dropped flag doesn't clip through anything
Make the award UI far less obnoxious and fit a little better with the general UI
Fix vertical position of Station List
Fix alignment of Station Hud markers
Smaller flag indicator
When flag is carried by a player, put it higher up so it doesn't obscure them as much. Make flag hit playerclip, solid, world when falling
Reset death count on match end, fixes #62
Half the damage of the Longshot, headshot will do 700, anywhere else 350
Added a system where loadouts can determine availability in % based on players on the server. Players can't select a loadout if there's too many people with it. Fixes #63
Added proper binds for Melee, Spot, Drop, and Ability
Only add RoundScore is RootPanel is valid (something else must be up here...)
Safety checks for ToastList instance
Don't make newly joining players a spectator :sob:
RespawnScreen safety
Respawn player properly on join in PlayRound
GiveLoadout<T> initializes the loadout properly
Remove pending open mode
Only update team classes if the root panel has been created
Check if Station Screen instance is null for RPCs it may have not been created yet
Check if Post Processing has been created in frame event first - it seems this can be called before ClientSpawn
Fix icons, remove async walkability gen for now, nametags update on frame
Only try to spawn if Navigation is ready
Add watermelon to cloud asset so can use gib model..
Remove UseNavMesh from LimitedSpawner - use Navigation.FindNearestWalkable
Fix particle missing models / materials
Fix name in season gallery
Fixed canvas not being same color as palette
Obsolete fixes
Add CloudAssets file to store Cloud.Model calls
Fix plant fiber model path
Fix mouse delta
Fix inventory slot label
Fix timed action transition
Action cursor mouse delta fix
Fix recursive recompile error on undead
Copy over emerge stuff (though still missing one material or something)
Only remove all ScreenEffects on ClientSpawn this prevents automatic render hooks being removed also (maybe a flag for also destroy auto hooks?)
Update map
Update keyboard input actions
Update to use new inputs
Add ability to copy selected pixel color
Fix potential NRE when opening Station Screen
Fix NRE when trying to mount packages in game menu. Fixes sboxgame/issues#3806
Include token hash in log when unable to find string token
Added some extra logging and safety in reading inputs to try investigate sboxgames/issues#3886
Season gallery + some refactor
Improved Timelapse generation