249,387 Commits over 3,959 Days - 2.62cph!
Fix industrial conveyor not pulling from the last dropbox slot
Fix parsing <see> with langword / href
merge from indirect instancing
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
Give some hitbox depth bias to capsule collider gizmo
vending_stats_fixes_2 -> main
Fix undo for convert to prefab (#1730)
We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified.
- Ensure 'Sold' is translated on single feed entries
- Ensure 'Purchased on' is translated on the tooltip popup
- Rebuilt phrases
Flipped drone accessibility and see stats (makes more sense to the eye)
Update codegen exe (merged pooling -> optional field changes)
Update: Deprecation of Pool.FreeList API
We now generate either Free call for classes (as they are IPooled) or FreeUnmanaged
Update: Replacing Pool.FreeMemoryStream with FreeUnmanaged
Update: Use Pool.Get<List<T>> instead of GetList<T>
I'm deprecating Pool.GetList<T>, this updates the stale codegen.
Merge branch 'master' into skip_optional_default_fields
Make comment more explicit
Further work on handling reload state with arrow persistence
Shadergraph: Fix preview ShowSkybox option
Fix SceneRenderingWidget not calling PreRender
Only add query flag is property was set to true - otherwise remove the query flag
Fixed battering ram using the wrong head health values
battering ram anim upodates
Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png
Fix edge case when sorting nodes during validation
Handle no primary output signal in IsSignalOutputChainSorted
- Properly initiate fractional reload animation set
- Sit for whole length of single reload animation
Reflect changes to engine.WriteSave
Remove useless arguments in spawnmenu/contextmenu internals
DAdjustableModelPanel "fix" for when main menu is open
Player Model Selector button in spawn menu
Update net.lua
Added missing hlfaceposer.exe icons
Fixed a crash in HLFaceposer.exe when opening file lists
Fixed HLFaceposer.exe crash due to missing phoneme extractors
Add phoneextractor sources
They build fine, don't work unfortunately due to Windows API
Rename "playermodel_selector" to "open_playermodel_selector"
So that one workshop mod doesn't freeze the game
Ship the gfx folder in the correct depot, sigh
Ship the gfx folder in the correct depot, sigh
Rename "playermodel_selector" to "open_playermodel_selector"
So that one workshop mod doesn't freeze the game
Added missing hlfaceposer.exe icons
Fixed a crash in HLFaceposer.exe when opening file lists
Fixed HLFaceposer.exe crash due to missing phoneme extractors
Add phoneextractor sources
They build fine, don't work unfortunately due to Windows API
Actually ship HLFaceposer images
Fixed Single Reload Finish -> idle transfer
Fixed deploy -> idle time
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work.
Humans: convert Citizen animations on the ModelDoc side rather than graph side
- Managed to make it rotate without flipping the barrel mid way through
- Major code cleanup: use set of angles instead of figuring them out on the fly
Move Qt.Orientation to Editor namespace, LinkableSplitter uses it
This stuff shouldn't be public
Get out of ragdolling only when the body stopped moving +1s, with a 20s time fallback
Delayed the catapulting death on impact by 1s so you can see the corpse hitting the ground instead of dying mid air
Replace SetRoot call with MergeToPreserveExisting
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations
- Ensured anticlockwise works just like clockwise angles
Fixed ragdolling killing you on impact on horses
Fixed lethal ragdolling killing even with god mode enabled
Merge from /indirect_instancing
Fixed a bug in the graphics buffer damage tracking where damage regions could be shrunk if they were adjacent to another smaller region, causing corrupted building parts to be rendered.
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
converted f1 grenade to use specgloss
Battering ram scoop damage renderer
Autotile Example/Test Assets. Published Autotiling to sbox.game
Add native CRenderAttributes merge function that preserves existing values
Use that function to merge render attributes in managed