243,188 Commits over 3,898 Days - 2.60cph!
Make AccessorNodeDefinition.BindingTarget protected
Fix searching by type
Tidy up
Re-add super basic version of `t:vmdl`, `t:vmat`, etc.
https://files.facepunch.com/alexguthrie/1b0811b1/sbox-dev_yUjxPKGytb.mp4
removed dependency on BaseEntity from AttachTo
more towing
- inverted control of towing attachment
- simplified AttachTo func, we can get the anchor points internally with information from the interface
Rebuild mass when updating physics shapes (only convex shapes)
Only update collider shape on property change
Display a message when force exiting due to OOM issue
Update .gitignore
Reduce .sav buffer down to 12M (from16) to fix a crash
Include new .sbox/cloud directory as build map cmdline -searchpaths arg
Fixed default display info for accessor nodes
Remove mock GameObject/Prefab code from managed MapEntity
Add CMapGameObject map node with managed counter part that wraps a GameObject
Hammer world's Scene uses HammerSceneEditorSession
Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now
Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos
Hammer: Create GameObject Test option
Polish to catapult art. Added decal renderer to catapult prefab.
HCR viewmodel anim updates
Update Facepunch.ActionGraphs
Stricter test for resolved generic type with default arg
Make resolved generic type properties optional instead of removing them
Test fixup
added materials + decals
+ decal_dirt_b
+ decal_footprints_a
+ dirt_ground_02_blend
corrected body used by horse for towing and some hitch->tow renaming
sidebar improvements + snippets
Smaller add button, rename to new
Delete flat view, doesn't make sense - I think most people were just using it for searching
Fix double-clicking on assets & packages
Fix history menu
Show cloud browser in default layout
Renaming assets now lets you just change capitalisation, resolves Facepunch/sbox-issues#6564
Failing test involving generic methods with default arguments
Check existing Tiles using new Tile registry
Register all spawned Tiles to the GameManager. Added GameManager.GetTilesInChunk()
Added Tile.MaxPerChunk. Fixed Tiles sometimes spawning on top of other tiles.
Land now costs differing values, pulls from ChunkData
Show up to 5 pinned recipes in the top-right instead of just one
Experimental changes to horses, trying to improve the gamefeel
- Added subtle neck movement in the direction you're heading
- Increased turning speed
- Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
▋▇▋▅▄ ▍▋▇▋ ▅▆_▄▆▋▅_█▆▌▋▌▇█▇▆
▆▄▄ ▍▉▄▇▌▊▋ █▆▉▅█▌▌▆▋ █▆▅▅▍▋█▋▋▌▅▉▅▆▉▊ ▉▉▉▌▌▆█▇▄ ▍▄▆▉ ▌▅▋██▇▍▄▌▅ ▅▅▆▊▄█▆▇
▋▋▇▋▅ ▅▍▇▉ █▋_█▍▊▋_▆▇▉▋▄▄▍▄▉ (▊▌▍▅▉▇▅▌ ▌▉▇ ▉▋▌▊▆▉▅▌▍█▅ ▌▉▋▄ ▊▍▋▅▋▋)
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
QteEntity, QteSnake and TriggerQTE basics.
▊▉▉▌▇▊▅ ▇▄▍▋▇▅, ▉▍▋ ▋▅▊▉▉▍ ▇▅ ▆▆█▊█▅ ▋▌▆█ ▍▇█▅▄▍█▄, ▉█▇ ▊▉▉▇ █▅▅▌ ▇▍ ▊▆▇▉▄▅█▌▍▆▍ ▅▊▊▊▆▉
display coin ui when take and add
Added snake model to entity
Initial files/prefab/folders