241,016 Commits over 3,867 Days - 2.60cph!
v_mp5: reduce jump/land/airborne additives while in ironsights
v_mp5: added jump/airborne/land (temp anims for now)
v_usp: fixed landing to idle transition referencing invalid parameter IDs
Add non inherited variant of GetTypesWithAttribute
Integer editors
Added TypeLibrary.GetEnumDescription
Enum/Flags controls
Fix error on startup
Color.TryParse fixed
Added ColorControlWidget
Add TypeDescription.Fields
TypeDescription and MemberDescription include SourceFile and SourceLine (allows sorting properties by line number)
Add ControlSheet to Widget Gallery
Switch prefab editor to use ControlSheet
Refactor
Redraw widget when dropped on status changes
Leaderboard backup, run #5837
First pass on a modal tutorial UI to explain concepts. Can be assigned to a mission and the modal will display when that mission is accepted.
Industrial conveyors will no longer put clothing items in the belt bar of a locker
Fixed locker declaring incorrect slot ranges for industrial transfers after adding teh additional parachute slot
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Hook up properties to texture file settings we care about for 2D
Restore unmodified file on close if file has been modified and not saved
Allow windows to bypass closing (for save prompts etc)
Throw up save prompt when closing with unsaved changes
Add asset browser for quick drag drop of images
Use tab widget for 2d, array, cube types
Don't save if there's been no unsaved changes
Leaderboard backup, run #5827
Refactor, more lenient on type conversion
WIP widgets
Leaderboard backup, run #5826
Test support for deep tree SerializedProperty
Leaderboard backup, run #5825
Fix basic Random primitives (#1219)
* Fix (Rotation / Vector2 / Vector3 / Angles).Random
* Add some System.Random extension methods
* VectorInCircle
* VectorInSphere
* VectorInSquare
* VectorInCube
* Gaussian (+ 2D / 3D / 4D)
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Add Sandbox.System to TypeLibrary
Add SerializedProperty.TryGetAsObject
Expose TypeLibrary.GetSerializedObject
Add alternatives to Asset for loading with a Type instead of generics
Make SerializedProperty more useful
Lets start converting widgets over to using SerializedProperty
v_usp: jump/airborne/land are now additives, and can play on top of other animations; they also get partially weakened using a Tag-based system during certain animations (actions such as reload, or firing), so you still feel the impact of jumping & landing, but it's not as disruptive to those animations anymore
https://files.facepunch.com/maxlebled/1b0911b1/2023-09-09%2009-17-56.mp4
merge from wr_stack_mount_fix
merge from HomingMissileLauncher
Fix AssetInspector causing a repaint every frame
Set PropertySheet size mode
Component sheet cleanup
Leaderboard backup, run #5813
ModelDoc: Add camera near Z setting
map update
Merge branch 'main' of sbox-sausagesurvivors2
Merged Pull Requests
* Improvements to DComboBox
* Improvements to MatSelect
Minor adjustments
MatSelect improvements (#1872)
* Added `MatSelect:Clear`
* Added `MatSelect:SelectedItemPaintOver( x, y )`
* `MatSelect:AddMaterial*` methods now return the created `DImageButton`
* Added `local pnl = MatSelect:FindMaterialByValue( value )`
* Added `MatSelect:SelectMaterial( pnl )`
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Leaderboard backup, run #5803
Fixed more potential issues with MonoBehaviour casting to interface. Fixed flares not unsubscribing from SeekerTarget when destroyed if there was no collision.
Fix SLOD of standard cliff material as well
Possible fix for InSafeZone NRE. Check IsUnityNull on owner, which has been cast to an interface.
Some helper methods for adding nodes
Add generic interfaces for prefab system
Prefab editor doesn't need to be an entity
Minor DComboBox improvements and DComboBox.RemoveChoice (#1851)
Utilized the `DComboBox.CloseMenu` method in where appropriate
Added `DComboBox.RemoveChoice( index )`
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Big refactor
Renaming / reorganizing
Update FP.Nexus to batch submit score events to the backend
Automatically batch clan score events to be submitted to the nexus backend