239,408 Commits over 3,837 Days - 2.60cph!
FIxed state where tutorial button in menu would show as not usable when it should be usable
Edge connect https://files.facepunch.com/layla/1b2111b1/sbox-dev_47JzOMkyv3.mp4
Bridge edges will try to create a triangle face if the edges share a vertex
Adjustments to boost mechanic
Change method names so harmony mods stop disabling the feature serverside
Add `ping_estimation` convar to manually toggle ping estimation (default enabled)
Disable ping logging inside editor, switch to a convar `ping_estimate_logging`
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Add edge fill hole operation https://files.facepunch.com/layla/1b2111b1/sbox-dev_zcqRYk5ATA.mp4
Fix storage adapters blocking looting of boxes when looking directly at the adapters
- add support for GameTrace to ignore the type of an entity
- will still GameTrace the storage adapter if you are holding a WireTool/PipeTool
https://files.facepunch.com/jakerich/acrocQIGlVgn6mTE/01R7sjXhY7xH2U9S.png
Rework halfedge to be identical to the native version, this makes it easier to port all the other mesh operations
Allow edges and vertices to be deleted
TTT: replace deprecated GetConVarNumber/String usage (#2076)
Leaderboard backup, run #
11202
Change the actual code that uses `isHoldingShift`
Pass `isHoldingShift` to Construction.Placement
Fix disabling external wall snapping (by holding shift) not working outside of the editor
Citizen/animgraph: before applying shuffle additives, bias feet IK targets towards default pose the higher move_shuffle is
Exaggerate rotateDifference float more
Use ExposeWhenCachedAttribute instead of ITypeLoader.CanCache( Type )
Fixed wire loading issue: We now save the initial positions and rotations of IO connections to make sure entities parented to moving objects spawn their lines at the right place
(e.g. you load a DoorController on an opened door, lines need to be spawned at the position where the component was initially wired)
This also allows door controller to be wired when doors are opened
WIP use ActionGraphCache when cloning / instantiating prefabs
Got rid of LinkSource, use nested nodes instead
Link.IsNestedInput
ActionGraph delegates can override input values
Define types that must be exposed during cached graph serialization
Define types that must be exposed during cached graph serialization
Fix sleeping bag not keeping last valid position for 0.25m when placing onto building blocks (still be strict when placing onto vehicles / parented entities)
Citizen/animgraph: reworked move_shuffle-related sequences & added a basic additive blendspace for them
Library manager, list available libraries
Leaderboard backup, run #
11178
Fixed a few IO line parenting loading issues + refacto and naming
More accurate time display
use cool icon for medals
Display more info about map
Use map setting name for scoring data
Null check
Merge branch 'main' of sbox-unicycle-frenzy
enable static, ufmap file, s1 update
test scene update
Merge branch 'main' of sbox-unicycle-frenzy
start on wood track tile set pieces, plywood material
Merge branch 'main' of sbox-unicycle-frenzy
Check for medals and save them
Display medals in menu for matching map
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M4A1 picatinny rail gap fix
Merge from main/Workshop Normal Map Fix
Move some hardcoded values of weapon_fists to SWEP.* variables
Merged some pull requests
* Updated TTT Russian localization
* Micro optimizations with weapon_base & GM:DrawDeathNotice
* Fixed some typos in FGD and Lua comments
Update some more spawncions for consistency
Alternative fix for traces not hitting transparent displacements
Better consistency with brushes that use same materials - does not cast shadow and traces hit them
Fixed toolgun ghost entity fading out in singleplayer on some maps
Added vgui.GetAll()
Returns only Lua created panels.
Used to fix PANEL:PreAutoRefresh() and PANEL:PostAutoRefresh() not working
Further changes to 'WhatUsesThis'