243,767 Commits over 3,898 Days - 2.61cph!
merge from base_decor_DLC
Fixed mirror not reflecting lit or emissive surfaces
show all wanted posters in menu for now for QA testing
Unquie desc for Wooden Frontier Bar Doors
Keep AO proxies updated after animation
Don't try to find the default value of an open generic type
Updated Rail Road Planter Textures
storage barrel now requires DLC to unlock
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hunting trophy large crafting cost - 100 wood
Rail Road Planter now requires DLC to craft
Removed Rail Road Planter from loot table
can no longer apply lock to planters
Updated Fourth Wanted Poster Textures
Changed mirror blur effect to a cheaper circular kernel + enabled mips on mirror RT
subtracting charitable jug
merge from rail_network_linkLArge hunting throphy now requires DLC to unlock
rockchair 2 and 3 now requires DLC to unlock
Setup Fourth Wanted Poster Depolyable and Skin Prefab
Added Fourth Wanted Poster Icon
Increased Size of Fourth Wanted Poster 1.0 -> 2.0
merge from rail_network_link
merge from base_decor_DLC
Fixed bright pixel gaps in tunnel slopes
Fixed floating tundra berries / fixed berries not being blocked by building topology / added Terrain Topology Set objects to both entrances
Very WIP placeholder lowering anim/behaviour.
Fixed mirrors causing player model to disappear when switching to debugcamera
updated delays for saloon door gestures
CitizenAnimation EyeSource, LookAtObject tests
Rename ColliderBaseComponent to Collider, add ICollisionListener
SceneViewWidget ignore Camera.Ortho
Add alternate to SceneUtility.Instantiate
New Outfit Piece! - Football Shoes
Add Orthographic options to camera component
Add Range to SpotLightComponent
added surface property to plaster_e
added plaster_e + painted blend
https://files.facepunch.com/jason/1b2711b1/sbox_8xXGahCPV8.png
skinning knife viewmodel - set new anim event path, set not to use viewmodel renderer script (temp)
Added effects to skinning knife effects folder
powerplant 2.0 greybox canditate progress
powerplant 2.0 greybox canditate progress
Update module base within gmod itself
Remove new methods from ILuaBase
Remove new methods from ILuaBase
Clean resource names of textures further to not mistake for absolute path
exported edited new player rifle anims
Update Facepunch.ActionGraphs
Some more node definitions
Copied over WIP action graph editor
WIP dynamic action graph nodes
OnShoot example in TurretComponent
Node error messages, GetRelevantNodes, property get / set
Let TurretComponent.OnShoot handle setting the velocity
HandleConfigs
Tweak how properties appear in node creation menu
Fixed getting relevant nodes for signals
WIP property panel in action graph editor
Constant node drawing tweaks
Small action graph editor fixes
Error list panel
https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png
Fix error when clearing links
Stack trace integration for exceptions thrown by action jigs
Field get / set, sort nodes better
Instance method nodes
Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Comment nodes
Node display tweaks
Icon fixes
Rerouting and other fixes
Error list title fix
Action link pulsing in editor
Jig -> Graph
Editor.ActionGraphs -> Editor.ActionGraph
To match Editor.ShaderGraph
Start on undo / redo
ActionGraphComponent
OnUpdate, OnTouch action components
Football demo using action graph
Fix spawnmenu Lua errors when using gm_spawn directly
Update module base within gmod itself
IRenderDevice: delete 360 only method
GPU Resident Textures debug menu
Set debug names for c# loaded images
Use schema-less RuntimeTextureSpecificationFlags_t, remove redundant flags