243,845 Commits over 3,898 Days - 2.61cph!
removed delay from saloon door anims
Fix #SERVER compile error
push doors vm and 3p anim, added to v gestures and player animator
Removal basics (very wip)
Add .gma to file.Write whitelist
Move where gmod_unload_test is defined to appease linux srcds
Support Vector / Vector
Merged pull requests
* Clean up DOF_Ents table on DOF_Kill
* Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace
RecalculateLineBreaks before firing OnTextChanged
Fix Panel:GetNumLines not being up to date within that hook.
Merge from shader-stdblends-extended
Fixed portacabin materials
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Type selection drop down
Fleshed out type selector, now checks constraints
Pure attribute for some things that should be expression nodes
Terrain blending now working with Mesh terrain type (e.g. cliff); fully automatic for now but requires MeshTerrainRoot script on hierarchy
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Include generic parameter in PropertyDefinition
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more wip placeholder UI and sweetspot detection
Merge from rail_network_link
Added AutoCliffSplat and AutoCliffTopology parameters to monuments that can be used to opt out of the auto cliff generation
Fixed update implementation
When transform changed, notify our children too
Disable fixed update for now
Native Resource Cache
Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer.
Resolves #1306
Fixed ProceduralMapRailSimple using a tiny world size
train_tunnel_double_entrance_b implementation
Hunting trophy compile fix when neither server nor client
Add PhysicsWorld.Step( delta, substeps )
Clear cache at opportune moments
Use NativeResourceCache for other native resources
Destroy strong handles on main thread
Get rid of debug
Fixed rail network link missing from underground map
Use Brackets for keys in PrintTable (#1754)
To avoid confusion when there is [357] and ["357 "] for example.
Example of how that looks:
```
[0.000000 0.000000 0.000000] = Vector
[1] = Number
[Entity [0][worldspawn]] = Entity
["stringIndex"] = String
```
Fix strong handle leak in Texture.FromNative
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
Fixed weird circular / tight rail generation around rail entrances
Detection point and debug gizmos.
Cleaned up sethealth, setradiation and setwater methods. Allowed access to server admins. Swapped to debug rather than player.
IsTypeParameterRequired shouldn't check properties
Swapped PlayerMetabolism override to only be on the server.
Clicking a GameObject in a GameObjectControlWidget will select it
Fill out TreeNode.HasDescendant for GameObjects
SelectionSystem has events
Rename TreeNode.HasChild to TreeNode.HasDescendant
Open and scroll to selected item in treeview
Pure methods become expression nodes
Swapped to using DDraw for frustum rendering.
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
Clear DoF_Ents table on DOF_Kill (#2020)