242,404 Commits over 3,867 Days - 2.61cph!
Optimised accordion setup
Open action no longer animates by default
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Consider panels visible until their transitions have ended
Create menu-main.scene_c
style Overflow returns Scroll if -x or -y are scroll
Add GameJam category
Changed ordering of vendor list
Accordions -> Small Listings -> No Listings
Default implementation of NodeDefinition.Attributes
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Convert obsolete attributes into warnings automatically
In parameter test
In parameter fixes
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merge fix_demos_full_server_demos -> main
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Fix full server demo packet ordering breaking demos
Panel Recursion errors no longer throw full exceptions
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Added u1 and v1 field support to Mesh:BuildFromTriangles
Fixed shotgun firing on its own after being unholstered
This could happen if you start reloading, press attack button and switch away from the shotgun in rapid succession.
Fixed being able to open ammo crates from any distance using delayed damage and equipping crowbar
Set inflictor of Crowbar/Stunstick dmg to the weapon itself, not the player
Spawn intervals and convar.
Don't do bradley health check in the editor, for easier testing (added a warning for it).
Catch razor errors, report them nicely
Optimize LerpProperty
When doing input, use panel's ZIndex to determine order
MainMenu is a ScreenPanel
Cleanup
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
Signal value changes for ResourceControlWidget too
Signal value changes for GameObjectControlWidget
Fixed missing vendor names and stock numbers
Listings now take the proper copy of vendor data, and handle disposal
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Remove mem_eat command
Fixed an infinite loop with Panel:SetDragParent (Community PR)
Fixed duplicated NPCs being unintentionally dropped to floor sometimes
Fixed nightlight variables all being 0 on server startup
merge from nameplate_distance_convar
merge from analytics_threadsafe_queue
Prevent infinite loop from `panel:SetDragParent` (#2058)
* Prevent infinite loop from `panel:SetDragParent`
* Prevent DND infinite loop from `panel:DragMousePress`
* Remove DND infinite loop prevention from `panel:SetDragParent`
* Remove early return in `p:DraMousePress`
This will allow the rest of the method to run even if the drag parent is the panel itself
Forgot the interop somehow
Compile GameResource if their source changes (external changes, disk saving)
Add Graphics.CopyTexture for GPU texture copying, format and size must be the same
Set wallpaper models to read/write mode to enable batching
Added wallpaper item: aim at any building block to deploy the corresponding wallpaper deployable
Added wallpaper deployable prefabs
Added new sockets for wallpapers on walls, doorways, windows, half walls and low walls
NodeBinding.Create helper method
Fix some warnings
Node definition / binding attributes
Fix some more warnings
Not needed
remove Access Control config (unused)
Allow projects to skip whitelist (standalone, menu etc)
Menu project skips whitelist
Create menu-main.scene
Render menu ui after game ui (cc @DevulTj)
Render loaded menu scene
Can open/edit menu project
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)
Codegen after merge conflict
Add store icons & descriptions
Sandbox.Generator: don't run some unneeded codegen in intellisense.. ISourceGenerator is obsolete and slow and we should figure out how to make this an IIncrementalGenerator
Pixmap.UpdateFromPixels: Support RGBA8888 imageformat
merge from nightlight_shader
Level 3 hall, cctv room and vent progress