254,392 Commits over 3,990 Days - 2.66cph!
Added u1 and v1 field support to Mesh:BuildFromTriangles
Fixed shotgun firing on its own after being unholstered
This could happen if you start reloading, press attack button and switch away from the shotgun in rapid succession.
Fixed being able to open ammo crates from any distance using delayed damage and equipping crowbar
Set inflictor of Crowbar/Stunstick dmg to the weapon itself, not the player
Spawn intervals and convar.
Don't do bradley health check in the editor, for easier testing (added a warning for it).
Catch razor errors, report them nicely
Optimize LerpProperty
When doing input, use panel's ZIndex to determine order
MainMenu is a ScreenPanel
Cleanup
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
Signal value changes for ResourceControlWidget too
Signal value changes for GameObjectControlWidget
Fixed missing vendor names and stock numbers
Listings now take the proper copy of vendor data, and handle disposal
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Remove mem_eat command
Fixed an infinite loop with Panel:SetDragParent (Community PR)
Fixed duplicated NPCs being unintentionally dropped to floor sometimes
Fixed nightlight variables all being 0 on server startup
merge from nameplate_distance_convar
merge from analytics_threadsafe_queue
Prevent infinite loop from `panel:SetDragParent` (#2058)
* Prevent infinite loop from `panel:SetDragParent`
* Prevent DND infinite loop from `panel:DragMousePress`
* Remove DND infinite loop prevention from `panel:SetDragParent`
* Remove early return in `p:DraMousePress`
This will allow the rest of the method to run even if the drag parent is the panel itself
Forgot the interop somehow
Compile GameResource if their source changes (external changes, disk saving)
Add Graphics.CopyTexture for GPU texture copying, format and size must be the same
Set wallpaper models to read/write mode to enable batching
Added wallpaper item: aim at any building block to deploy the corresponding wallpaper deployable
Added wallpaper deployable prefabs
Added new sockets for wallpapers on walls, doorways, windows, half walls and low walls
NodeBinding.Create helper method
Fix some warnings
Node definition / binding attributes
Fix some more warnings
Not needed
remove Access Control config (unused)
Allow projects to skip whitelist (standalone, menu etc)
Menu project skips whitelist
Create menu-main.scene
Render menu ui after game ui (cc @DevulTj)
Render loaded menu scene
Can open/edit menu project
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)
Codegen after merge conflict
Add store icons & descriptions
Sandbox.Generator: don't run some unneeded codegen in intellisense.. ISourceGenerator is obsolete and slow and we should figure out how to make this an IIncrementalGenerator
Pixmap.UpdateFromPixels: Support RGBA8888 imageformat
merge from nightlight_shader
Level 3 hall, cctv room and vent progress
merge from package_memory_analyzer
merge from map_markers_fix
merge from cny_spear_wr_fix
merge from fix_frontier_server_colliders
Merge from tutorial_island
Improved hunting trophy pivot rotation
Updated Abyss pack store item previews with unique prefabs
Fix exceptions
Fix stats error
Fix error on create org page when not logged in
Leaderboard backup, run #9940
Frontier decor pack now uses unique model prefabs for item store preview (displays variants)
Add ability for BiomeVisuals component to override the selected biome
All hand placed foliage on tutorial island now overrides to temperate
Tutorial mission steps for harvesting cloth, stone and metal ore will now consider any of that resource in your inventory as counting towards that objective (so if you harvested the cloth already you don't have to go and find more)
Add extra wood and animal fat to two mission steps
Don't allow upgrading to any grades higher than wood in the tutorial
Fix tutorial tips staying on if player disconnects while it's active and connects to another tutorial