248,575 Commits over 3,928 Days - 2.64cph!
Add navigation obstacle scene and examples
Was accidentally using DateTime.UtcNow instead of DateTime.Now
Change the time check to prevent the extremely rare edgecase of the server attempting to restart twice
Use the global cancellation token in the CommandManager, don't make a new one
Update: Adding a wait statement
- Using it to help debug issues with procedural world not running world generation.
Tests: ran LoadProcTest - it waited
Menu improvements.
Additional RPC checks.
Some refactoring.
Explicitly pull in updated System.Formats.Asn1
Show PanelComponent source location in UI Panels heirarchy
UI Panels: fix deselection not clearing selected panel
UI Panels: fix element nodes not updating when changed
Optimise comically slow processing logic when pasting into TextEntry (several seconds -> low ms), Facepunch/sbox-issues#6938
merge from fix_monument_scenes_osx -> main
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Use new MoveMode API for climbing
Move PlayerController.Animation behaviour to MoveMode (#1716)
fixed lod1 uv1 for emissive broken
ballista - rigged base model export
Clean tests
Documentation
colour picker fixes/cleanup
- added support for multiple renderers
- using MaterialPropertyBlock rather than Material
- deleted per-colour materials other than on/off variants
Implemented new ballista placeholder anims
Bugfix: use the right token for some async ops
Update: limit how much time upload routine can take
- also add extra logging around processGuard semaphore
Tests: tested the entire flow by triggering 5 snapshots
Fix monument scenes not working on osx because the scene's path was using windows line endings
merge from main -> fix_monument_scenes_osx
impact_water prefab adjustment
removed some bits
hoover files + plastic_hose cable material + plastic blend mat adjustments
Fix hull navmesh area bounds using z up instead of y up.
Restored horse stamina
Compile fix
Bugfix: respect the cancellation token when fetching a response of request
ballista - added rigged mesh and anims
mini crossbow viewmodel animations edited
set up emissives and diffrent light colours + materials
Move PlayerController.Animation behaviour to MoveMode
Include Sandbox.CodeUpgrader.dll as an Analyzer
Refactor upgraders with nicer syntax
qol_vendorlist_virtualitemicon -> main
added IO artwork and light to ice pedestal, added emissive on UV2, added to gibs, set up IO positions and test emissive materials
- Improve vendor list icon size
- Give a bit more room for dynamic prices
Remove some perforce VGUI panels from builds + clean ups
More minor cleanups
Delete pointless header files
Fix some map load warnings when Portal 1, HLS are mounted
Main Menu Save Slots now have play/delete buttons instead of the whole thing being a button
Intro Cutscene now has save file state, updated all map thumbnails and made them jpgs
Map Resources can now set an associated Hub World with each stage. Save Data now keeps track of level completion
Quest Resources now have an associated map to track hub progress
Fixed CameraIntro.OnIntroEnd and made it so you can hold E to skip the intro cutscene
Coin count is now serialized with Scene Metadata so we can retrieve from menus.
Pause Menu now shows you quest completion percent for the current area
Fix End Item Screen
Save Slot now shows progress throughout the game, and levels completed
https://files.facepunch.com/CarsonKompon/2024/November/29_10-20-HandySkylark.png
Diving into a Balloon gives you your jump back instead of continuing to send you forward
Made Balloon collisions a bit more fair
Balloons and Crumble Platforms respawn quicker
Checkpoints cannot be re-activated. Meaning you can't accidentally fall back to a previous one and lose progress
Can't use scene triggers if entered a level from the menu
You now only continue to slide from a dive if holding a movement key. Otherwise you come to a stop much quicker
Can now steer the dive (both in-air and on the ground)
Can press the ground pound button while sliding on the ground to instantly cancel the slide
weapon mod refresh progress
Big code cleanup
Ported over condition
Game over phase, leave game after a while
Return to menu instead
UI: Set Button.Active inside TabContainer rather than setting active class directly (consistent with ButtonGroup)
I didn't mean to comment this out
Show halves won in round intermission
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