241,389 Commits over 3,867 Days - 2.60cph!
poison bullet upgrade
more poison upgrades and sfx
spreading poison upgrade
mini player upgrade
negative recoil upgrade
anarchist upgrade
slow movespeed while shooting upgrade
random unique, random existing upgrades
poison touch upgrade
levelup existing upgrade
self damage invuln upgrade
recovery period upgrade
intangible while reloading upgrade
timer digit damage upgrade
Disable all game projects when entering content mode
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
merge from industrial_grade_upgrade
merge from /main/nuclear_missile_silo/flyby
GameMenu fills out Game.Server partially, loading input actions
Add Panel.ButtonInput
Make Package.IsMounted() work clientside on listen server hosts
Setting Mouse.Position works again
Remove unused
Fix ButtonEvents not flowing to UI
Fix ground check for weapon stand
Fix incorrect corner display of weapon placement ghost when not hovering a valid placement location.
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Defer OnAfterTreeRender until end of tick to ensure children processed first and references set (#1180)
* Defer OnAfterTreeRender until end of tick to ensure children processed first and references set
* Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty
* Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty"
This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
merge from community_ui_scaling_fix
Expose beltScrollSpeedMultiplier on mining quarry
Input Cleanup (#1183)
* Strip inputstacksystem
* Delete inputsystem.dll
* Rip out all the analog input stuff
* UserCmd is all generated in c# now
* Add Input.MouseCursorVisible
Allow buttons to unpress even if they don't have the same context
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Leaderboard backup, run #4589
Fixed emoji rendering in read only input fields
Added emoji support for the clan announcement and member details text fields (no autocomplete or galleries but the raw text input is supported)
Fixes & recompile everything
Start of game menu
Add `force_lod_level` convar to force the culling system to only accept certain LOD levels (and bypass culling for them) to narrow down why certain LODs are disappearing "randomly"
Store LOD level of each mesh in `InstanceLODState`
Still debugging mesh culling randomly breaking
Merge from hackweek-chat-emoji
Added detailed colliders so that parachutes can be shot at
Show parachute health on HUD
Client compile fix
Move the first person camera closer to the actual model head bone position while freefalling with a parachute, fixes distorted legs view
Update all entities network hash after a server package has been installed - sboxgame/issues#3635
Adding a new server package would correctly change the DynamicAssemblyHash
on both server and client, however all current entities would still have
the old DynamicAssemblyHash.
This would mean the clients would receive no [Net] updates for this entity.
So to fix this we explicitly reset all entities network hash with
Entity.UpdateAllNetworkHash() on OnServerPackageInstalled.
Reinitializing the network tables would've also worked but would be
wasteful since we know all our exisiting entities have not been changed
unlike if the DynamicAssemblyHash were changed from hotload
If a player is dismounted from the parachute due to a collision in the first 1.5s of the deploy they will be hurt with fall damage (up to 80 damage)
Added extra collider to tugboat roof to prevent clipping through during sinking
Better animation transition if the player cuts their parachute while the deploy is in process
Parachute.bypassRepack convar bypasses the pickup duration
Added drag to the unpacked parachute so it falls a bit nicer
Fixed condition not getting applied properly
Make !activator work for target entity on outputs
Remove unimplemented procedural entities !caller, !player, !game_mode from combo box
Entity IO: !game targets the GameManager so you can have [Input]s on it
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
Secondaries for 25mm impact.
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry
Merge from global_networked_bases -> aux2
Region out client analytics variables that are "assigned but never used" when compiling client
Move shadows to their own grids
Distance cull both meshes & shadows
Only frustum cull meshes
Make sure log files use process path since CurrentDirectory is too early from getting set here
Include UI sounds in main menu resources
Merge from global_networked_bases -> aux2
Add refreshing state to lobby browser
Fix NRE with WaterController
See sboxgame/issues/issues/3664