14,153 Commits over 1,583 Days - 0.37cph!
FPArms: updated AO proxies, hitboxes, & anim constraints (+ moved the latter two into prefabs)
FPArms: new forearm twist setup, moved BoneMarkupList to a prefab
Parking bollard - fixed normal issue on LOD2
Merge branch 'master' of sbox
Fix incorrect bounds check on m_nNumFixedPlanes in CWorldCollideContextData, causing crash in rain particles
Hammer: Add cell size and step height to tile grid dialog
Hammer: Update tilegrid when changing step height
Hammer: Attempt to make tile grid step height changeable instead of fixed 32
Renamed "Debris" tag to "Gibs" + Tagged assets with Gibs tag.
Whitelist System.IO.StreamReader/TextReader ( explicitly the Stream constructor only )
Basic key bind menu
https://files.facepunch.com/matt/1b2411b1/sbox_VIhmptifiG.png
Remove old unused default controller binds
Allow changing audio output device in tools
Save key binds
FPArms: updates to skinning (wrist/thumb) and skeleton (thumb)
Audio Device Selector (#151)
* Added audio device selector to then settings menu
Add more movement types to DoorHelper visualizer, and use that for ent_platform
Update base.fgd
Minor fixes to ent_platform
Fixed a typo in LogicEntity description
Hammer: Force uniform scale gizmo, this time only for non prop_static models
Fixed documentation comment for StandardPostProcess.Falloff
ent_path_platform - WarpToPoint also sets angles and fires OnPassed output on nodes
KeyframeEntity: Handle negative Time.Now intervals
Resolve obsolete ResourceId usage
Don't derive Asset from Resource... fix getting assets by id/path returning null (#150)
Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine
Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID,
meaning when you fetched by ID it would only be valid in one state.
Fix Slider not enabling form's save button when slid
Don't show leaderboards when rankings are per-map
Only show official maps when map selection mode is set to Official
Tests for cancelling tasks on game loop end
Persist tasks that were awaiting a cancelled task
Test for task that saves itself from cancellation
Test for task that politely handles being cancelled
Let tasks from an expired context handle awaiting a cancelled task only once
Some extra safety when persisting tasks handling a cancellation
Hint the networked dictionary generator to support class types we can NetWrite as keys.
ModelDoc: Allow collision group and interactions to be set directly in modeldoc instead of collision_properties.txt https://files.facepunch.com/layla/1b2311b1/sbox_ly6X3R6I3b.png
Per map ranks and Best/Increment ranking models
FPArms: added AO proxies autogenerated from hitboxes
Increase light cookie size from 256 to 1024 per slice
Get rid of unnecessary includes
Add more randomness to generic gibs
Hammer: Re-enable non uniform scaling for prop_static
ModelDoc: Added ability to convert hitboxes to AO proxies
FPArms: debug poses and updated constraints
Hammer: Prevent non-uniform box scale and scale on models via gizmos
Disable debug warning log on network hash mismatch
Implement [Net] IDictionary<TKey, BaseNetworkable> and expose IDictionary<TKey, object>, code gen is more resilient and gives better feedback for unsupported combination types.
FPArms: fixed incorrect arm_upper_R rotation axises, added hitbox capsules
Disable Valve's HIGH_QUALITY_SHADOWS, saves us a shader combo too
Street cabinets - removed duplicates and added thumbnails
street cabinets - removed old versions and updated new versions to remove graffiti and fix bugs
Merge branch 'master' of sbox
FPArms: helper constraints
Citizen: re-enabled elbow_R helper constraint which had been accidentally disabled
First person arm materials
Merge branch 'master' of sbox
First-person arms initial commit
Merge branch 'master' of sbox
Fixed tilesets having meshes not excluded from VIS
Added Tool texture for empty tile.
Use if want an empty tile but also allow for placement inside the tile.
Fix transparent objects thumbnails in asset browser
Give 1px offset on reflections
Added Asset.GetReferences( bool deep )
Add Sandbox.Utility.Crc64
Crc fixes
Asset.GetCompiledFile, Asset.GetSourcFile
Fixed missing rail on catwalk tileset
Drop thumbnail dynamic combo from cpp
Account for child particles for particle thumbnails
Remove thumbnail dynamic combo
Minor cleanups in entity files
ent_path_platform improvements
Added "WarpToPoint" input
Added "Length" property (used for turn angles)
Fixed turn angle calculation when using non default Forward Direction
Added 'movement_path' entity, which has extra properties and outputs for ent_path_platform
movement_path has OnPass output and "Speed" property.
Disable reflections when we run out of memory
Fix 1px border in high quality reflections, fix hq reflections being offset when using non-dev console
Introduce thumbnail rendering mode for translucent objects(still needs shaders to be compiled)
Update color writes for thumbnails