242,356 Commits over 3,867 Days - 2.61cph!
moon pool crane phys shape adjustment
moon pool crane lods and phys
Better warning if we can't find ITagset
Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
Log error if unique ^ prefix is found in tags before commpressing
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
Fixed delete prompt having no content
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
Completely remove throttle based movement on approach. On rails style movement instead
Added a new door prefab for the cargoship
Added door to the cargoship (currently doesn't work)
Reposed Burlap Headwraps to match updated player rig
Fixed tesla coil draining 0 power on small batteries
Doubled reach for crowbar attacks
vm minigun - removed old asset in prefab, re-linked gameobjects for effects, removed ironsight scripts and conditions in animator
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Don't flag SceneObject and SceneModel as ESceneObjectFlags.IS_OPAQUE, the materials should dictate it, fixes translucent materials drawing in opaque passes (& drawing twice)
Cargoship / added cutouts for side doors and ladders
Improved cargoship hull lods
Fixed materials in the prefab and added ladder triggers
Change nexus favorites to use favorites.cfg
Fixed off centre harbor 2 incoming path
Fixed swing bridge partly opening
Second screen light & AmbientLightLOD
Cargo now steers with its front rather than pivot point when docking:
This prevents:
-clipping with geometry
-turning too fast/too slow
-Innacurate movements
Top screen & icon optimization.
Include panel parent in hash, fixes panel not rendering when parent is disabled and enabled
OnDestroyInternal calls OnDisabledInternal instead of OnDisabled
Reset panel parent before deleting it
bedframe + mattress adjustments
added bedframe_b for Liam's room
Nicer test for if nodes are operators
Reposed burlap shirt to match updated player rig
Add ActionGraph node for quickly creating a prop
Reactive target will now only reset itself after being knocked down. Powering the lower aux input will keep it lowered
It will not generate and pulse 1 power when lowered manually
When both aux inputs are powered, the one with the highest power taakes over
minigun viewmodel exported with ammo belt
Hook up block anim for new npc
Removed a bunch of throttle lerps and rotation lerps when docking
Fixed deferred decal not blending specular
Make control sheet labels draggable
Merge property or variable get / set nodes
https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
Fix deserializing ActionGraphs in Menu context (#1506)
edited minigun world model anims
By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects
snow effect asset - updated color alpha value to be 1.0
Deploy & recall smoke grenade usage (convar'd)
Screen stuff & related shader+files.
Expose render settings to tools
https://files.facepunch.com/garry/0c9677be-c880-4ac5-8976-3c69143c9f5b.png
Merge property or variable get / set nodes
https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
Temporary fix for drag executing multiple times in one frame