242,897 Commits over 3,867 Days - 2.62cph!
Delete CurveProperty.cs
Add CurveRange struct (between two curves)
Add Random.Float() (faster to get float between 0-1)
TypeLibrary allow access to Curve and CurveRange
ConstrainToScreen doesn't call AdjustSize()
Floating WidgetWindows don't need to constrain to screen
Curve Editor WidgetGallery
CurveControl tweaks
Add CurveRangeControlWidget
Make curve editor less obnoxious to look at
Add CurveRange option to particlefloats
Make value range work
Light components derive from a common base class
Called the wrong function
Fix game test not being in test mode
Don't try to init steam during unit tests (!)
Bootstrap more linearly
Fix unit tests
Remove unused
Bootstrap cleanup
More Bootstrap cleanup
Leaderboard backup, run #9004
Experimental fix for NRE in NPC death when in an invalid position
Removing my very buggy inside parent check in ParentIfValid for now. Will fix soon.
Avoid potential NRE in TriggerParent ParentIfValid
Catch any skin refresh failures, so we won't ever get stuck in skinRefreshInProgress forever
metal detector addtional bulb at the bottom
viewmodel and LODs
added it to the the world and viewmodel prefabs.
Add enum for "backpack holster behavior"
Weapons can either be holstered on the side or back of backpack
Default to back of backpack
Assign all guns to the side of the backpack (big launchers better on back)
Add additional vector3(s) to control backpack holster offsets (some weapons want to be further back or rotated differently)
LargeBackpack Model Update
Don't explode props on touch if caught by physgun (explosive barrel)
I think this might just be the problem with npc_satchel
Don't explode props on touch if caught by physgun (explosive barrel)
Try a blind fix for npc_satchel crash
I think this might just be the problem with npc_satchel
Added holster mount bone to backpack wearables which gets retargeted
Try a blind fix for npc_satchel crash
Watering can plastic and metal mesh and texture for editor
Can expand any output with right-click
https://files.facepunch.com/ziks/1b1911b1/sbox-dev_27P2mGG33e.mp4
Expose ValueTuple, IList.Count, Array.Length to TypeLibrary
DisplayInfo: Get rid of backquote in generic names
Updated Facepunch.ActionGraph
Fixed expanded output hiding logic
tea_towel material variants
Better exception handling during validation
gaussian_bloom_blur compiled material to fix bloom on dev builds
label you on scoreboard
Talking frogs (but disabled)
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hunch satisfied, fuck steamworks
Test weapon networked tracer
Merge placeholder backpack art
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Make sure parents and children are serialized too
reduced opacity of glue material
placed glue meshes around buildings
Fixed RenderingCommandBuffer error when equipping compound bow
Upload to default branch (not staging)
Fix NRE
more NetworkTable unit tests
Lift restrictions on Sync var types (it'll error now instead of silently ignoring)