239,998 Commits over 3,837 Days - 2.61cph!
Null checks in RefreshContacts
Component Ids (#1501)
* Component id + prune those for refresh as well
* Serialize id properly
* Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id
* Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type
* Serialize as Id not __id so also picked up by MakeGameObjectsUnique
* Scene unique component ids - update serialization test accordingly
* Phase out storing GO guid and component type
* MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique)
* Unit test for clone with references
* When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure
* Add test for loading old reference model type from prefab / json
* Test both old and new formats
* Let's not make this elseif - always check both
Removed massive file erroneously added
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
Fix unit tests, add SerializedProperty method test
player update. tuba entity edited so the tuba is linked to spine 3 instead of spine 4 and is held correctly also its holdtype updated with latest idle pose
merge from maptooltips_nameupdate
More deploy/mount logic and balance convars.
Add #ballpit.subtitle string
Script for converting translated .xlsx to out .json format
Port weapon code to use voice list
Don't include special name methods in TypeLibrary (getter/setterr spam)
SerializedObject can handle methods
ControlSheet supports buttons/methods
Add [Button]
https://files.facepunch.com/garry/85519e72-553c-4d0c-9ece-42f371fd31d3.png
Add break button to Prop component
Simplified ComponentSheet, makes use of ControlSheet logic more
Editor style tweaks
merge from lock_deploy_guide_fix
standing light prefab and actiongraph
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
Add VoiceListResource
Add VoiceListResource.Find( key, fallback )
Add voice lists for other crackhead variants
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
Add named camera effects for weapon attacks
Fixed up all the other melee weapons, and added alt swings to all weapons
Merge "weapon_refactor" into "main"
Fixed up all the other melee weapons, and added alt swings to all weapons
Fixed presence of an HLTV bot causing certain commands to not run
Disable random bot movement on HLTV bots
Adjust debug.getregistry hack
So it doesn't return empty table every time, but a persistent one
Fix changes to debug.getregistry
Updated language files
Fixed presence of an HLTV bot causing certain commands to not run
Disable random bot movement on HLTV bots
Adjust debug.getregistry hack
So it doesn't return empty table every time, but a persistent one
Fix changes to debug.getregistry
Updated language files
Fix changes to debug.getregistry
Updated language files
Add named camera effects for weapon attacks
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
Add VoiceListResource
Add VoiceListResource.Find( key, fallback )
Add voice lists for other crackhead variants
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
Toggled bool for ActionGraphInteract
Update hammer_showcase.scene
See if this fixes for Rick
Fix exception when deleting object in update
SoundPoint can override distance attenuation, occlusion, reflection
Basic ActionGraph Interactor
Remove all ggx code for now & just copy directly to cubemap array
Let's not make this elseif - always check both
Test both old and new formats
Add test for loading old reference model type from prefab / json
Redeopment interval convar
Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153
Fix some Assets not loading properly from cloud folder on startup
Merged main to electricity_power_fixes
Counter consumption and active usage back to 1 unless it is set to show passthrough
Fixed counter output pulling power when it is below counter target value
Changing the counter's target value now refreshes the circuit
Phase out storing GO guid and component type
MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique)
Unit test for clone with references
When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure
merge from io_entity_snapping
FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options
Weapon Rack text and Brutalist release date
Add Panel.TooltipClass - fixes sbox-issues/issues/4746