248,584 Commits over 3,928 Days - 2.64cph!
block impact fx hooked up properly (ice sprays ice, wood sprays wood)
- Fixed some spacing issues
- Fade out green on most revenue and total sales
more tweaks on hoover/plastic trims
Bunch of work to ensure perfect alignment no matter the combination of elements enabled/disabled on the feed entries
Added scrollview around listings
Revert "Use IClimbingMode interface in PlayerController"
This reverts commit 5fc097414bfb1ef7da5e2f75b35c11c358641200.
Move code around
_Very_ rough first pass at MoveModeClimb
https://files.facepunch.com/ziks/2024-11-28/sbox-dev_3AN9Qrq83k.mp4
Siege tower gibs. Updated plank texture
Use IClimbingMode interface in PlayerController
Instead of hard-coded checks for MoveModeLadder
Fixed chat rendering below round UI
More accurate hash for card inventory panel
Round UI adjustments, don't show chatbox message for joined game
Show avatar for opponent
Kill the game loop and start again if someone leaves
merge from hackweek_car_radio
Minor mat tweaks for other TODs
Optimized the crap outta these texture parameters.
Did something minor to the prefab that I already forgot what was.
Cold fume timings.
Destroy ragdoll between rounds
Organized files & moved only those that we use out of the test_material folder.
Car radio can now be picked up with a hammer if you are authorised on the car's codelock (or the car doesn't have a codelock)
Disallow sending voice packets unless fully connected
Try to mitigate server reconnect spam
Also reset owner SteamID in more places
don't throttle loopback connections
Minor code cleanups
More minor cleanups
Check allocated edict count before allocating more
this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
Fixed build warning spam due to duplicate files in project on Linux
Make Entity:IsOnFire return false instead of nil
Update .gitignore & build related things
Build Linux game with Steam Runtime
Subsurface tweaks & slight shifting around to make the block>base transition less seamy.
Moved SSS profile to the Iceblock folder.
hoover_a + trimsheet normal additions
Fixed build warning spam due to duplicate files in project on Linux
Make Entity:IsOnFire return false instead of nil
Update .gitignore & build related things
LOD tweak.
Shadow proxy setup to mitigate TOD flickering.
Added BindRendererBounds for SSS
Ice material tweak
Wall blend tests for ziggurat. More work on walkway kit. Set dressing.
Update: Delete the symlink on end of test run
This was previously causing deletion of blobs on unity close/open
Tests: ran LoadProcTest couple times
Don't bother using the menu scene, just get into the game!
Fixed SMG being backward
Fixed big bullets bug, fixed crosshair, add effects when taking damage
assigned impact effect to WIP effect
Add doc comments to navarea component
Make new PhysHsape.UpdateShape functions internal
Ensure IsGenerating flag is cleared if navmesh generation fails
New gun sounds, reload sounds, reload sound sticks to the gun, fixed muzzle offset
Move crosshair into its own component on the player - add hitmarkers
Play sounds when inflicting damage / taking damage
Do TextEntry placeholder without a separate label, simplifies and makes placeholders/prefix/suffix all play nicely together
also fixes Facepunch/sbox-issues#7060
Add support for caret-color css property, default to text color
Tweak caret appearance, avoid nasty subpixel blur
Add a bunch of safety checks, utility methods and convars
Upgradable items can now alternatively use the upgrade item as upgrade cost, instead of the item ingredients.
High externall walls and gates use the upgrade item as cost.
updated wooden shield viewmodel animations so the arm is visible and tweaked position of the improvied shield in its viewmodel prefab so that it works using the same animations
Only show rows when we need em
Added train ambience to main menu, camera slightly bumps every once in a while
Remove unneeded GameObjects from Main Menu, clean up Hierarchy
Removed existing Ui folder
Added new UI folder with updated folder structure, fixed a bunch of UI issues and did various optimizations
Don't save over save file when loading into a level from the main menu instead of from save file
Fix pause menu black square in levels
Added Button Icons
Made Save Slots larger in Main Menu and give more info about the player's save
Get rid of ICardDisplay, just have Card.Positives, Card.Negatives text fields
Add RpcAttribute, RpcMode
Remove codegen from AuthorityAttribute
Instanced rpcs
Expose transmission
Rename NetTransmission to NetFlags, hide RpcMode
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Rename Unbuffered to SendImmediate