254,760 Commits over 3,990 Days - 2.66cph!
Fixed "Unable to initialize DirectSoundCapture" disabling voice chat
We are using Steam Voice anyway
Fixed lua_refresh_file gamemode file handilng
Fix issues with clientside dynamic models after reconnect
Nuke some useless concommands
Test_CreateEntity
Test_RandomPlayerPosition
Fix rotations for Bradley and Heli crates
Sks update
- removed unnecessary files
(test mat & obj)
Rename ProjectSettings to ProjectSettingsWindow
Blank off AudioReflections profile so we're not left with old data
Expose the audio processors
Serialize the processors
Tweak NavigationView
Allow adding audio processors
Added should_dock convar to cargoship
Harbor 1 now does additional terrain checks to ensure cargo docking path is clear
Increased required boat depth in costmap to ensure cargo can dock at the appropriate harbor
Fixed smart switch handles not working
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Merged property node definitions
Upgrader simplifications
Version 6 upgrader
Test fixes
added padlock_b
also tweaks to padlock_a vmdl
Fixed AND, OR, XOR switches green/red lights entity flag toggle
player update. exported anim set and setting up divers and fire torches
Leaderboard backup, run #
10335
Style tweaks
Remove unused sheets
Fixed AssetBrowser disaster - Fixes sbox-issues/issues/5201
Fixed net.WriteData warning not displaying correct data
Allow physgun_wheelspeed to go negative again
Apply a different fix for physgun_wheelspeed 0
Fix dynamic models trying to load already loaded models
Fix "bad sequence" warnings to display correct max number
very first pass getting model in game
Don't do SA simulate in unit tests
Handle missing type in CheckRequireComponent nicer
Merge from main -> rpc refactor_2
editor Shortcut can be widget, window, or application scope, can have autorepeat, and can respond when input is ambiguous
Show exception info in EventSystem errors
Add TreeView.StartEditing, simulates pressing F2
Add object.GetSerialized()
Fix AudioMeter exception due to being empty
Add configurable version of Layout.AddSeparator
In VirtualWidget.PaintBackground, only paint if alpha > 0
BaseItemWidget only stomp ShotcutPressed if it doesn't have any modifiers
Switch mixers to be tree based, allow saving and loading
Default reflection off, don't do any reflection processing if it's off
padlock_a asset
world+view texture sets
Merge from main -> rpc refactor_2
Merged electricity_power_fixes/ceilinglight to Aux2
Merged electricity_power_fixes to Aux2
merge from harbor_tweaks_4_cargoship
collision/surface pass on curtain assets
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merge from harmony2_3 -> aux2
Add MonoMod to AppDomain assembly resolver to point to the loaded harmony dll
loot balance, slightly more bias towards the cargoship island on Harbor2
some peeking and advantage balance across harbor2, also fixed a bypass by one of the walls
fixed the last lod of black lorry trailer being white
Flagging more IO prefabs as snappable
Fixed cargo NRE if theres no harbors in the world
Pathing fixes
Temp fix for shitty rotation smoothing, need to look at this
Add Model.Physics.Surfaces to get all physics surfaces used in a model
player update. finished setup of the 2 guitars and bass instruments
New Crowdin translations by GitHub Action
String comments can include @labels, skip strings with @ignore
Update locale sources
Adjusted timer deployment restrictions
Fixed button being deployable in weird places
Fixed smart switch output handle position
fixed a flow issue by allowing a jump back onto the defensive wall (harbor2)
s2p