241,048 Commits over 3,867 Days - 2.60cph!
Implement clan leaderboard UI
Add support for getting the clan leaderboard
Improved button style & hover state of WeaponCard
Show selected class clearly
Class Modal style update
Resolution/compression tweaks.
Merge from main -> global_networked_bases
Merge from main -> analytics_aug_23
Added an attack prefab for the homing launcher, instead of it using the RL one.
Update landing page and pause menu
Pos fix & FX prefab update for the positioner.
Added root position entity for FX spawning.
▉█▉▋ ▇█▆▅▉ ▇▄▄▉▌▌██▍▋▋ ▌▄▉██▅▉
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0
Allow C# ref returns
Use doubles for physenv.GetLastSimulationTime
Add portal scenes just because we can
Particle precache for portal maps
Add file path to "ERROR: couldn't open." warnings
Ported some portal entities
The 2 turrets, personality core, fizzler trigger and security camera
RPG Missile stops its looping sound when removed prematurely
Remove spammy bodygroup logs
Show create a class for everyone
Increase scale of "highlight" effect so it doesn't clip into the mesh
Disable instancing when upgrade gibs effect is happening
Only send global updates to clients with instanced rendering enabled to ensure server performance is ok
Add `limit_global_update_broadcast` convar to control above behavior
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload: Support sorted dictionaries in DictionaryUpgrader
Ensure everything is disabled when `--normal-rendering` is set
Scifi Helmet adjustments and LODs
Disable VaultMoveMechanic for now - too many exploits
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload test for dictionary enumeration order (#3391)
Use sorted dictionaries for network tables, component lists
Fixes #3391
Compatibility - legacy MouseWheel has setter, add obsolete TryScroll( float )
Create a class list is horizontal instead
ClassCard creates two WeaponViewers to show primary & secondary at a glance
Moved Create New Class button to be separate from the class list
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
SceneWorld manages its PVS
Updated door signs
Test pvc material
Updated pavement trim blend worldmapping
window test material
adjusted stone brick tile
_c's
Wip mortar wall
wip bare concrete wall
removed metal texture from cardboard box skin
Updated scale on 9mm silencer
fixed collision on 9mm ejectbrass particle
Added unpacked parachute art
Old MouseWheel should be float not vector2
More UI position adjusting, xp bar width, opacity, blend-mode
Moved hints around so they don't clash with each other
Make mouse wheel a Vector2, implement initial horizontal mouse wheel support for UI
MouseWheel -> MouseScroll, obsolete old
Ignore scroll if it's not moving in the same direction that the panel overflows in
e.g. stops us interfering with vertical scrolls on horizontally
scrolling panels:
https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_12znz25nJC.mp4
Invert scroll X axis
Update some more places where I forgot to change MouseWheel to MouseScroll, obsolete `Input.MouseWheel` and `InputData.MouseWheel`
WorldInput uses Vector2 for scroll
Pass keyboard modifiers to mouse wheel event, and interpret mouse scrolls as horizontal if shift key is held
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
Improved cover aim eye height
Refactor Ammo component to accept a weapon property. Remove unused actions, add SwitchWeapon action
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
Remove old loadout system, replace with custom classes, gamemodes can define default class