4,710 Commits over 976 Days - 0.20cph!
Close CollectionList popup after toggling a collection for now
Include package type in AddTo/RemoveFromCollection, resolves exception when toggling collection for an asset
Speculative fix for the inability to add assets to collections
More autumn cleaning
Removed Conquest / Vehicles - cool for hack week but not sure it fits the gamemode
Remove PlayerCameraOverrides, it's bullshit
Add ability to close tool window tabs, scoped to scene/prefab tabs only - resolves Facepunch/sbox-issues#6653
https://files.facepunch.com/tony/1b2211b1/sbox-dev_3TNYa6UlBY.mp4
Add "Set to None" option to InputActionControlWidget
https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png
Better solution for ignoring empty files for project upload, resolves Facepunch/sbox-issues#6608
Add ability to group selection into new parent GameObject, add bind (CTRL+SHIFT+G), resolves Facepunch/sbox-issues#6587
Expose Achievement.Score, resolves Facepunch/sbox-issues#6585
Only provide SourceLocationAttribute on primary class declarations, fixes "Open Component.Partial.cs", resolves Facepunch/sbox-issues#6612
"Current Project" in Asset Browser is actually the current project, though this is probably already fixed in the new asset browser
Resolves Facepunch/sbox-issues#6614
Read input config when changing input settings, resolves Facepunch/sbox-issues#6590, Facepunch/sbox-issues#6599
Solve main menu equipment visibility
This code still sucks
Fixes - de_refinery compile day time!!!!!
Add EditorUtility.RestartEditor, RestartEditorPrompt
Add editor prompt which restarts the editor when changing parent game / target game
Use LFS for .vpk's, migrate existing vpks to LFS
Fixed input settings not being applied in subsequent games (d'oh)
Add JsonUpgrader support to ConfigData - will be using this for Input config updates
Split out InputSettings into Input.config - backwards compatible
Rotation can parse from serialized Angles, resolves Facepunch/sbox-issues#6085
Editor: add ability to define launch arguments for new game instances, resolves Facepunch/sbox-issues#6095
Resolve Facepunch/sbox-issues#5844 - Input.ReleaseAction/Actions should work across contexts
RMR toggles gasblock, fixed some logic to make this work
Add FPS mode, so you can see what the weapon looks like from first-person
Reset jiggle state when we swap from first-person to third, add toggle button to gunsmith, adjust angles
Disable arms now that gunsmith weapons just use the pure view model prefab
Gunsmith: Allow part selection instead of random from list, wip ui
https://files.facepunch.com/tony/1b0211b1/sbox-dev_nh4ovVRO4A.mp4
Resetting bodygroup only applies to effected bodygroups
Add another optic, underbarrel configuration for M4
Support bodygroup attachments, add EligibleEquipment, IsUniversal
Right click to clear, edit jiggle bones to have configurable angular limits
Implement attachment point UI, button press selects a random eligible attachment
Gunsmith: display weapon from data
Configure a couple of attachment points, create prefabs for charms, fix FP charm vmat
Gunsmith: Camera controls, add charm resources
Add lights to the motor that change when a battery is inserted
Push player through to interactable actions, insert battery, sync state, play a sound
Properly call OnPickupAction
Add PlayerInventory to hold batteries, add display to HUD
Simple menu flow, just so it's there
Fixed HUD not working, removed MapKeys system as it's not relevant to this game
Motor plays some sounds when pressing/releasing
Rename player prefab
Player interaction using IPressable events
Add Interactable
Motor has a line to the scene's exit gate
https://files.facepunch.com/tony/1b0111b1/sbox-dev_KPfHY4y9m8.jpg