254,760 Commits over 3,990 Days - 2.66cph!
Bike roll stabilisation work
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Make control sheet labels draggable
Dropping a component property will create a set node
https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4
Facepunch/sbox-issues#5129
EditorNode display fixes for embedded targets
Fixed "flush" concommand crashing on windows srcds
video library restores fps_max if it sets it
Move "make to video" temp file to videos/
Holly library makes them and doesn't delete them...
Fix "make to video" not rendering while main menu is open
CPropDoorRotatingBreakable does not try to precache NULL mdl breakables
Fixed quitting while demo is being recorded writing invalid tick count
Minor improvements to demo to video thing
Fixes for broken demos, don't display info during loading screen
some missing files from an earlier commit today (after a rename)
KARGO decals files
added decals to test
set metalness value on spraypaintcan.mat to 1 (it was set to 0)
Fixed memory cell power passthrough being showed on both outputs
Invalidate mesh selection on scene change
Documentation
Support analog input glyphs
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
tweaks to screw placement on texture group 03
Set up combo lock with action graph
Map 2 Layout
extra material screen and uploaded crate models
lots of tool size and position tweaks, new crates, removed wood supports, rebaked maps
Fix wrong conditional compilation symbol in EnsureHarmonyLoaded()
vm sks attachment and ironsights
Simplify the upload logic to upload each demo chunk slowly rather than try to squeeze each one within 5m
Set default max concurrent uploads to 20 streams
Add convar to print upload progress `print_upload_progress`
Add convar to configure upload timeout `upload_timeout` (default 100s)
Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor
LoadGlyphTexture will look for the controller's vendor and fall back to default if not found
Add a few PlayStation glyphs
player update. regular/beach/secret labs/rocking chair prefabs and anims edited so sit pose is correct.
Look for input glyph svgs
Plug in a bunch of glyph icons for xbox controller
Some stats for admin
Start on the results page
Double stamina regen rate
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power
nerf run and sprint speed
Merge property or variable get / set nodes
https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
Unify property node CanRead / CanWrite tests
Add Facepunch.ActionGraphs.AssignmentKind to TypeLibrary
Property node: switch between assignment kinds in context menu
https://files.facepunch.com/ziks/1b1811b1/sbox-dev_QVXxSLhC4Y.mp4
EnumControlWidget support for nullable
Fixed title of scene.get target input
Fix property panel handling nullable ActionGraph parameter types
Fix warning when compiling Action Graph editor
EnumDescription.Entry.Group
Menu.AddOptions fixes for value type items
Menu.AddMenu( Menu menu )
menu menu menu menu menu
If icon is just a bunch of symbols, make sure it doesn't overflow
https://files.facepunch.com/ziks/1b1811b1/kr69TajHB0.png
Implement VectorControlWidget.StartEditing()
Fix ControlSheet.AddObject return value regression
Fixed RecipientFilter global having its argument flipped
Fixed some presets being erroneously treated as collection ID
Update gmod.code-workspace
Temporary generated glyphs for gamepad
Re-add Input.UsingController (simpler now)
NPC test Clothing and Idle Animation
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Bradley scientist AI design update.
AIInformationZone can now place move points on terrain.
Disable AI data on spawn.
Make prints less obnoxious
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result
Hook up AnalogLook/AnalogMove for first controller (test)
Add a test to make sure child sync vars are added to network table
Final tweaks for brutalist church
Use version created date for "updated" instead of the last time they changed the thumbnail (we know what you're doing)
set dressing level 3 rooms
Display info for assignment operations
Fixed industrial crafter not draining any power (now drains 1 when ON and 0 when OFF)
Fixed no passthrough components (eg: tesla coil) not draining anything from batteries, a regression from recent changes