248,651 Commits over 3,928 Days - 2.64cph!
Tweaked catapult seat mount point
Allow handcuffed player to be forced mount
Reloading level change player corpse throwing force
Editor exporting of presets as default configs.
Load defaults before convars.
Check for array before lists when creating serialized collection - Fixes array properties (Broken by 3882ec7)
Fix Convert to/Break from prefab not updating Inspector (#1731)
Fixes sbox-issues/issues/6596
merge from legacy_shelter_description_change
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merge from xmas_light_uncrappification
battering ram - model update export
battering ram - updated animator to remove additional broken anim loop
updated battering ram anims
Renamed Inputs appropriately
Creative Tab now selectable when given Creative Permissions
Finished the CreativePanel, can now give yourself items if you have the proper permission
CreativePanel BuildHash
Use high-res font instead of pixel font, much more legible
Use high-res font for text particles
Update Inventory/ItemSlot styling
Update GameMenuHeader styling
Updated Permissions styling + OnOffSwitch styling
Update Crafting Tab styling
Update Purchase Land UI styling
Update CustomTooltip styling
Update VoicePanel styling
Update SkillsPanel styling + more header tweaks
QuestPanel styling and more Inventory+Permission styling
Creative + Journal styling
More HUD/GameMenu styling
Main Menu + Popup + Fishing styling
Delete unused resource/chromium/ folder
Remove non existent commedit.dll from sdkenginetools.txt
Minor micro optimization in VRAD
Added MAX_EDICT_BITS global enum
Updated Run Map dialog in Hammer
https://files.facepunch.com/rubat/2024/December11-872-GenerousSkimmer.png
Added NPC:GetLastPosition
Added NPC:SetMoveDelay/GetMoveDelay
merge from increase_vis_entity_buffer -> main
Increase collider buffer from 8k -> 32k
- allows copypaste to copy large bases
Improved gather, only select the objects we want
Shader re-write, output object depth and buffer depth for debug
New: Sharpmake setup (windows only)
- Picking it as it knows how to generate cross-compile commands with clang. This will make linux dev easier
Will do old solution file clean separately
Tests: generated and built debug version of the dll
Clean: removing old solution and projects
Update: baby steps towards linux build
- Moved the debug generation of sharpmake solution to Sharpmake/Build
- Added Fastbuild for cross compilation support (as a quick hack, in theory MSBuild should be capable as well)
- Added Linux related configs to sharpmake
Tests: got it to recognize the target, but fails for missing toolchain - that's next
Scan for resource compilers on properties, try and compile images
Can't mount the catapult if its loaded
Minor ballista cleanup
Fix exposed property regression
Better test for void task exception handling
Don't spam debug info in deserializing benchmarks
Rewrite compiling to match delegate signature
Pass parameters directly instead of allocating a dictionary
edited shield impact animations and edited theiranim transition lengths on player controller. Also applied missing impact melee anims on v shield override controllers
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Renaming crouch to duck for consistency
First pass on scientists peeking out of tall and low cover
Cleaning up the last of the TAA code
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
Submitting new ballista rigs
Fix Convert to/Break from prefab not updating Inspector
Fixes sbox-issues/issues/6596
Updated ExperienceBar styling, VitalsPanel follows experience bar
Updated PinnedRecipePanel position/styling
Display crafting station in Pinned Recipe
Unify all crafting UI panels
Pinned Recipes now show recipes from all stations, telling you which station it needs to be crafted at
Don't read file twice in managed compile when there's a IResourceCompiler
Changed how we detect the entities to damaged when using the battering ram, works better
handling item condition properly on ice sculpture deployables
Fixed battering ram door not cancelling its busy tick
Explicitly BreakFromPrefab if __Prefab is not set
Fix gameobject clone not setting __Prefab when cloning prefab instances
Fix all Broadcast/Authority warnings by using new Rpc.* attributes
Updated SpriteTools
Update Skills UI to be more inline with other UI elements
Updated Crafting UI
Clamp QuestPanel
Added Player.IsCreative and "Creative Mode" permission
Fix issues with CraftingPanel and CraftingEntry
Remove LAYERFLAGS_NO_APP_TILING (did nothing)
Remove r_kick_dependent_views_early
Remove "VrMonitor" attribute, this might add bloom to ScenePanel - if thats something we dont want it should be exposed in a more explicit way
OffscreenParticleView isn't a thing
BallistaGun.Update and ServerTick nre fix
Battering ram button animation
made smoothing less aggressive (still destructive, just less so)
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)