243,165 Commits over 3,898 Days - 2.60cph!
Don't use hardcoded ground angle
Revert "Don't use LFS for code", causing issues because of all of these existing files
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Disabled texture streaming in edit-mode
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set up rocket launcher entity with placeholder grip and holster poistion, exported launcher deploy anim
Panels use RealTime for transitions (but I changed the code so we can let them choose their timescale at some point)
Loading screen cleanup, put on menu overlay layer
Added GameLoadingFlags, so we can avoid doing some thing when loading a game when joining a server
Join lobby when playing game, if one exists (temporary, should be game choice)
Youtooz added rigged models and animations
Horizontal scroll (#1236)
Hold shift + mouse wheel to perform a horizontal scroll, if your mouse
has a horizontally scrolling wheel then that will work too.
https://files.facepunch.com/alexguthrie/1b1511b1/sbox_4y8iF5jVHk.mp4
X axis doesn't apply to ButtonCode.MouseWheelDown / ButtonCode.MouseWheelUp
Fixed exception when joining a server
Fixed version date parsing
Remove IMenuDll.IsGameMenuVisible
Version overlay
Set api version on lobbies so they can be ignored easily
Initial horizontal scroll support
Changes MouseWheel naming to MouseScroll, float parameters become a
Vector2.
Hold shift + mouse wheel to perform a horizontal scroll, if your mouse
has a horizontally scrolling wheel then that will work too.
Changed my mind, everyone else just uses MouseWheel regardless of whether it's 1D or 2D, let's do the same
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Citizen/animgraph: added Jump_Crouching animation
Updated Youtooz with animations
player update. pickaxe anim set exported and set up holdtype override controller and holster position for it
IGameMenu to IGameInstance
Strip lobby stuff from GameInstance
Strip unused
Remove Game.Menu
Internal cleanup
Remove GameMenuContainer
Don't use hacky GameScreen /game/ navigation shit for game instance
protocol++
Apply a depth bias to grid to stop z-fighting and make it render double sided
https://files.facepunch.com/matt/1b1511b1/sbox-dev_vUfVeC7hKH.png
Force terrain collider to static in OnValidate
Terrain collider needs to be a Collider, fixes receiving touches
merge from youtooz branch
Add PoolPlayer, BallPocket, add pocket triggers to table
When two players have joined it'll spawn balls (networked), cue (networked), and assign cue to first player for now.
Fix shot strength fps variable
Set game/dev status on steam lobby
If we're a development host then don't load package assemblies at all
Add INetworkListener.OnBecameHost
AI design viewer/editor shelved work.
merge from metal_detector main
Remove "red", "white" from all the icons