243,599 Commits over 3,898 Days - 2.60cph!
Added basic placeable shelter.
SuperTea farming buff, removed health effect
Copy Component/Paste Values/Paste As New
Don't spawn water junk piles under boats
Add Setclass to PanelComponent
Make PanelComponent partial (whoops)
Add some shorthand methods for PanelComponent
Junk piles manually trigger UpdateSurroundings when destroyed
Remove TF2 stuff from 360controller.cfg
Changes to Options menu
Update .gitignore
Armor reduction system
Added g_ragdoll_maxcount to spawnmenu
This is a common issue among players where the cvar is set to 0 and NPC bodies despawn instantly
Main menu workshop related changes
Add to Favorites function, and vote up/down sync and display improvements
Added dummy FizzlerVortex matproxy
Fixes some Portal 2 mats to work out of the box
Spawnmenu NPC improvements
Save and restore NPC (max) health, make the correct NPC spawn when duplicated
Read settings/users.txt from MOD path
Fix Sandbox gamemode calling SetBodyGroups with nil
Code style clean ups
Consistency within touched files
Merged Pull Requests
* Fixed an infinite loop with string.Comma
* Fixed server browser showing lowercase gamemode names for empty categories
Mention nav_quicksave 2 in its description
Merged Pull Requests
Added math.Factorial
Added language string for g_ragdoll_maxcount
Add math.Factorial (#1938)
* Add a factorial function to the math library
* Make everything norm-friendly
* Use a loop instead of recursive
* Remove recursive from the comment
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Co-authored-by: Maxime <72105771+MaaxIT@users.noreply.github.com>
Components can send network data
Added frontier and gingerbread to list of skins for skin/upgrade radius commands.
Fix ByteStream when writing string
Add ByteStream.ReadByteStream
Cleanup
Show a blue placement flag whilst sweetspot detecting, before real flag is spawned.
More lenient sweetspot.
Added a spawn radius buffer.
Increase UI lerp speed.
Test for expression nodes being evaluated once per output event
Some more work towards nested graphs
Fixed Infinite loop on string.Comma when second parameter is numerical. (#2025)
Keep selected object when starting play mode (sbox/issues/1340)
Fix GetHighestKey not choosing anything if values are all 0 (#2026)
Fixes totally empty gamemodes not using *any* description, instead falling back to internal folder name
Scene take focus when clicking
Show network status in heirarchy
Don't include networked objects in scene snapshot
Time fixes
Delete crashhandler.dll/so
I am fairly certain these are from Steam client binaries, which are now shipped by SteamCMD automatically
TextEntry improvements
* Fixed SetDrawLanguageIDAtLeft causing cursor selection to be offset
* Fixed deleting a bunch of text and then typing not updating the horizontal scrolling to show the typed text
Main menu workshop changes
Allowed to favorite addons through menu UI
Favorite and Vote Up/Down are now better synched with real values
Favorite categories are not cached
radiation volumes
interactive props
environment volumes and veils setup
placed individual props/structures back
scene hierarchy cleanup
Add TextRenderer component
Fucked it
Squash commit of VR components from vr branch
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
Don't clear selection when selecting empty GameObject field in inspector Fixes #1329
Make component list scrollable
Scene hierarchy selection adds to edit log
Fixes selection getting confused when selecting from hierarchy, performing some other action, then undoing
Add Move Up/Move Down to component context menu
Add button to component header for context menu
Fix unused context menu eating a mouse click
Can debug draw Scene.PhysicsWorld with physics_debug_draw
Fix possible NRE on startup from cookies (?)
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
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Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Fix GameObject/Component references not filling in disabled objects
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Remove drag tags when dropping into scene
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Merge branch 'main' into networking
Refactor so PlayerController works as before
merge from fix_skin_item_sfx
merge from tc_storage_adaptor_fix
Blink sweetspot notches when in sweetspot range.
Colour tweak.
merge from conveyor_build_fix
cherrypicking multi_tea_fix
Separate long range & sweetspot bars.
Calc tweaks.
Increased UI lerp speed.
First pass of expression generation rewrite
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Remove drag tags when dropping into scene
Temp placement effect for flag.
Source tweaks.
merge from fix_wire_tool_reconnect + fix_wire_reconnect_nre
merg from CorpseVehicleCollisionFix
merge from report_name_fix
merge from rail_network_link
merge from base_decor_DLC
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces