244,577 Commits over 3,898 Days - 2.61cph!
Start feeding NavArea to managed
Fixed create game modal not using game filter
Create a menu scene panel and add hovering player
Tweak rotation on the menu - trail particles a bit odd
Tweak menu style a bit for now
Remove ActivePage and just use FrontPage, update it
Loading panel style tweaks
Backdrop filter
Remove settings in-game + set random seed so team color is different
Use different seed
Oops need to add menu resources
Add Game.InGame for buildhash so updates immediately
LuaMesh.BuildFromTriangles allows modifying the mesh
This is only permitted when the vertex count matches between existing mesh, and the new mesh.
EntityEmitSound blocks CSceneEntity close captions
Remove skins from plastic crate
Generate output parameters for #6
Still need to do invocation
Make control flow node definitions simpler
Some control flow node tests
Failing because of #6
Don't use ReadByteArrayFromStream (it's gone), comment out RenderToTexture for now
Bass, cowbell, flute, guitar, jerry can guitar, tambourine, trumpet setup for weapon racks.
Delete volumetric fog gamesystem, game entities and fgd entries
C# entity definitions for volumetric fog controller & volumes
Everything got to be networked in this shit way
First pass getting all of volumetric fog creation in C#
Editor folder
NavigationMesh, right click to regenerate
Removed global.vehicleDismountHoldTime convar
Added more specific convars in it's place: groundVehicleDismountTime, flyingVehicleDismountTime, aquaticVehicleDismountTime and horseDismountTime
Each convar controls how long it takes to dismount things to support scenarios like immediately dismounting cars but having a 0.5s delay when dismounting air or ocean vehicles
Not every vehicle fit perfectly into a category, some notable decisions:
-Workcarts, trains, sleds and snowmobiles are considered ground vehicles
-Parachutes and ziplines are considered flying vehicles
-Submarines, boogie boards and inner tubes are considered aqautic
-A computer station is considered a flying vehicle if a drone is currently being controlled
Leaderboard backup, run #6029
Added support for highlighting a building block in the pie menu if the current tutorial stage requires it
Homing launcher now only sends a network tick if the current lock time has changed. Also fixes visual ADS glitch when switching weapons, unless currentLockTime is changing during weapon switch.
Show the button that opens the crafting menu next to any crafting objectives
Fixed OnValidate RustText changes from last week throwing errors when opening prefabs with text in them
Re-enabled Homing Launcher ADS
Add some conversation text to explain the optional supplies box
Merge Main -> HomingMissileLauncher
Merge Main -> Experimental
Added a slight offset to the maxDistance clamp, to make sure very small distances are handled OK
Merge Main -> Experimental
Speed up entity IsVisible test performance by capping maxDistance to the maximum of the distance between the two points
Fixed tooltips that extend over the edge of the screen not getting properly offset to keep all the text on screen (likely broken in the emoji update)
No point having a maxDistance param on IsVisibleAndCanSee, with the way it casts both ways
Admin tools now also allow disabling the Performance Text UI
Add a button on the map view to toggle vending machine visibility (maps to client.ShowVendingMachinesOnMap)
Convar is ignored on the death and marketplace screens
Remove halo gizmo from light ents
Ensure screenshot folder exists when recording video
Moved tiled rendering buffers to lightbinner, where it should belong
Remove members that have long been deprecated, start adding support for structured buffer lights
Move all cbuffer stuff to legacy, standard will only have structured buffer path
Start implementing structured buffer lights data structure
Imported from Facepunch/sbox
Check for valid cref attributes
generation stub
Save/Load
Rename to NavigationMesh to avoid conflict
Draw the navmesh using Gizmo.Draw
Leaderboard backup, run #6005
navlib in engine2
Mixed mode navmesh base
chest material variation and setup
Merge branch 'main' of sbox-sausagesurvivors2
Optimize shotgun traps by using the TC of the shotgun trap instead of the player it is trying to shoot at
Cache the TC for 3 seconds in shotgun trap (we still check auth normally)
Optimize turrets on the server by caching if there are any un-authed target in range & skip scanning targets if that is the case
Mark auth as dirty when players are removed from auth or come into trigger range while unauthed
Add Action onto TriggerBase for OnEntityEnterTrigger() and OnEntityLeaveTrigger()
Stop hunk detected showing all the time
Editor folders (#1265)
- A folder named Editor in your game project's code folder will become an Editor project
- Editor projects can access both the editor and the game addon
- Editor projects are not sandboxed
- These access the GameMenu instance - not client or server
- To avoid conflicts, some editor apis changed.
- - Cookies => EditorCookies
- - TypeLibrary => EditorTypeLibrary
- - Event=> EditorEvent
Use GameMenu Resource library if inside Tools context
Lets make this all easier on everyone by allowing only one Editor folder