254,393 Commits over 3,990 Days - 2.66cph!
Fixed Show Interpolation Debug not being able to be toggled in the UI. If a ConVar value is a boolean, use its integer form. Fixes Facepunch/sbox-issues#7503
Added Object property to WrappedMethod<T> (Fixes Facepunch/sbox-issues#7497)
Disabled static ballista deployment on tugboats, will revisit later
Update: DemoServer - don't try to launch it in SERVER+CLIENT mode
That's a can of worms I don't want to deal with right now
Tests: none, trivial change
Fixed static ballista mount culling too early
merge from primitive/techtree_constructable_infopanel/
Added the constructable item info UI panel to the tech tree as well
Added the constructable item info UI panel to the tech tree as well
Fixed bug where HornetProjectile was incorrectly setting TimeSinceCreated - meaning hornet projectile could insta-explode on the person shooting it
merge from primitive/ballista_towing_repos
Fixed ballista towing not showing ropes
merge from catapult_ragdoll_visibility_fix
forcing culling visibility of player with ragdolling
Added generic pie.projectile.
Setup test pie items as throwable.
Fix incorrect bounds on Gizmo.Draw.Sprite
merge from horse_double_ragdoll_fix
Bunch of throwing setup.
Removed revolved VM from vm.
Setup throwing VM events.
Converted Food heldentity to BaseMelee
WIP MovieMaker (Facepunch/sbox#1798)
resetting airtime and grounded state when horse exits ragdoll
Optimization branch - for testing over parsec
Add optional widget parameter to EditorShortcuts.Register
Allows non-Widget targets that only want shortcuts if a particular widget is in focus
Dispatch edit event when changing SkinnedModelRenderer.Sequence
Updated Medieval Barricade Icon to include Mipmapping
snake anim controller set up and linked to its entity
Continuing work on zigg shell (still heavily WIP)
merge from primitive/deployable_ammo
Correct tiger audio import settings (load in bg, preload, pcm)
Add terrain layer to GroundWatch
Switch explosives to Deployed layer
Update chain reaction layer mask
Custom deployed explosive - lower damage and splash radius compared to throwing type
Updated pickup and deployment timers
placement effect
ground watch setup - not working for now due to wider layer changes are needed
Allow siege explosive deployables to be picked up - two second pickup time
Prevent deployment inside trees and nodes
Leaderboard backup, run #
17357
Implement IIgniteable and ISplashable so the explosives can be lit and defused
More reliable chain reactions
Fixed explosives not doing damage
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Set up flammable version, better iexplosion effects
Explicitly turn off BOM when marshaling strings to/from Steamworks, just to be safe
Extra scene/prefab backups
glock/mp5 aim cone matches crosshair
First pass on deployable siege weapon ammo
Start adapting denoiser to new API
Iterate denoiser
https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_0AMMNcrONB.mp4