4,794 Commits over 1,371 Days - 0.15cph!
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
Add DamageInfo.WithDamage
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' of github.com:Facepunch/sbox
Set Game.WorldEntity on client too
Merge branch 'master' of github.com:Facepunch/sbox
Properly position the player's marker within the bounds of the map
Added brush size selector
Added map tools (Paint + Eraser)
Panning
Added first pass at grid
Change cursor to "move" when panning
Allow analog move when the map is open. Update player marker
Color selector
Added re-centering
Use material icon for centering
Better calculation for pan
Compress the map data when writing to disk so drawn map files are 8kb instead of 4mb
Create a unique guid per individual saved game. Use that to store the player's drawn map data client-side. Load it from disk if we join a server with that same saved game
Started working on the hand drawn map system
Save a headache and have NPCs not collide with other NPCs or players
No SMG projectile gravity and don't apply Z spread for guns on TDV
Added Isometric Mode (fsk.isometric) or Isometric Camera in the lobby settings (enabled by default for now)
Change starting need amounts
Add additional thoughts for needs requirements
Start taking damage over time if any of the players basic needs are not satisfied
Tweak NPCs and increase stack sizes
Added Enable PvP game setting (for now this is enabled by default) but will allow for PvE and purely co-op gameplay
Local VOIP
Reduce local VOIP range
Remove halved foundation upgrade cost
Can skip directly to metal upgrade if possible
Let's disable all collisions on doors if they currently opening or closing
Reduce stamina by half rate
Gib loot containers on empty w/ sound