243,203 Commits over 3,898 Days - 2.60cph!
steamApiDll wasn't being populated properly, so it'd never free
Dynamic edit menu, show top undo/redo entry name, disable if nothing on stack
https://files.facepunch.com/matt/1b0111b1/0jX7JegPIJ.png
Generate an action invoker component for each ISceneEvent interface
Create gates and motors, testbed scene, prefabs
exported edited dpv player animations
merge from world_update_2
Add CanPress to IPressable
reapply
105536 Reduced river rocks density by 50 percent according to feedback
Button auto-reset works, Add OnStateChanged
Crosshair tooltips
Labs draw some topology under themselves to prevent divesites from spawning on top of them. Divesites avoid monument topology
Start pushing some stubs / general data prep for the gunsmith
Set compression to Normal for all cliff textures
Catch possible NRE
Expanded logging for cases where Package.FetchAsync can fail
Don't bother with cloud stuff if the backend isn't available
Attempt retries when failing to save asset metadata
Fixed hardside wallpaper rarely considered inside when building rock bases
Add @RickGreeve's beautiful new incendiary grenade
Moved TerrainHeightSet on the god rock to fix holes
texture and material updates for bricks, cigarettes and xmas lights
merge from world_update_2
Independent X/Y checking on grate movement
Improved climbing up a fence
Added HasParentControl to Ability
Started on climbing on rotating/moving platforms. Still needs more work.
Show toast when trying to mix different liquids so the player has a clue whats going on
Don't ignore vpks, we don't want everyone having to build our maps
cave_small_hard terrain anchor fixes
Removed map names of all unique enviroments
Update: GameSetup can load save with double-quotes
Makes it friendly with explorer's "copy as path" action.
Tests: loaded a procedural save
- ▅▋▄▌▄▆ ▍▋▍▅▋▍▌█▌▊▌▌▋▇ ▋▅ ▄▉▆▉▌.▊▇█▋▋▊▌█▇.▇▉▇▆▅▍
- ▄▍▌'▍ ▉▋█▅ ▋█▄█▅▄▋▉▊▉ ▇▇█ ▉█▄▆▄▄▉▆ ▆▉ █▅▋▄▄▊▆▍▅▅▆▊▇▊ ▆▊ ▇▊▌▍▋▌▋ (▉▉█▋▋▉▊▍ ▌▉▌ ▉▆▇▄▊▌█▉▆ ▆▆▍ ▅█▄▇▋▌ █▇▋▊▇▅▉)
Batch-committing all changed files from change to cloud content references that now explicitly reference specific version numbers
Add new "/.sbox/" folder to .gitignore
Updated Standing Coat Hanger Collider to be Lower Res
Add access to joints on PhysicsGroupDescription, this is needed to phase out native physics aggregates in physics components
Fix blunderbuss hammers flicking back at the end of the reload
Imported Wall Mounted Coat Hanger Textures and Models
Added and Setup Wall Mounted Coat Hanger Prop Prefab
Setup Wall Mounted Coat Hanger Material, Colliders and LODs
Added/Updated Ground Slam Particles, reduced hangtime from standstill
Reduced Dive cooldown
Pressing SPACE while dialogue is typing will instantly finish typing instead of skipping it. Then next SPACE press will skip it.
Fixed animations not looping and instead just playing the first frame
Fixed query mode Sync vars
Clean up
ui z-index + coin fade out
Don't allow mixing different liquid types on liquid vessels. This has always been allowed?
Update FuncButton
Update .gitignore
Player can pick up and drop
vdf FileExclusion is probably case sensitive because why not
Add ISceneEvent<T>.PostToGameObject - to target specific GameObjects with an event
Add IGameObjectNetworkEvents - https://docs.facepunch.com/s/sbox-dev/doc/igameobjectnetworkevents-fj9F6GvG5S
Tweak Rigdbody networking, so that when it works it will work
don't store pos if we are on a platform
remove logs
Store last safe pos, respawn to that location
Fade to black
Revert "If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )"
This reverts commit 3d84d6b56d8d948c5212e13e69ab82a2fc4af264.
Merge: from main
Tests: none, trivial changes
Fixed a few asset source reference paths from moving repo
New Crowdin translations by GitHub Action