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WIP editor for adding methods to components
https://files.facepunch.com/ziks/2024-02-06/sbox-dev_eh9gkCe81q.png
Revert ".NET 8.0"
This reverts commit 89b80abcf5da503916551c6137ac7846988c9d27.
Now able to unload magazines so long as they have a round in them
Fixed type name substitution in DisplayInfo
Set dressing harbor2 progress
SAP can now load in external magazines
Social Bar, Main Menu, Header Bar
Messy mock up of how I want the system to split building blocks into faces & connect them
Merge from pool_editor_safety (editor-only memory pool safety checks)
When reloading, guns checked with external mag will look for magazine items
Bool to enable use of external mag on a weapon.
Cleaned up magazine mod
Now takes ammo type from entity
Added a way to fully fill pistol magazine from hand
Get rid of Asset.SaveToMemory
Avoid re-deserializing GameResources after they have just saved to file
Fix ComponentDefinition not building on change
Cupertino: Fix OSXARM64 conditionals, update VPC binary
Cupertino: Add gitignore rules for Xcode crap files and add build native step for POSIX
merge from fix_send_inventory_nre
Set dressing harbor2 progress
vertex painting grounds progress
Deploy speed change is now represented on third person model via new ModifierSpeedController on the deploy state
Leaderboard backup, run #9412
Add Widget.UpdateGeometry()
Add IStyleTarget, to remove direct panel usage from StyleBlock / StyleSelector
Experimenting with a tea that doubles speed of weapon deploy animation
Currently only displaying on the viewmodel animations, not the third person model
Added an auto smelt tea, automatically smelts metal/high quality metal/sulfur ore in the players main inventory into the their respective smelted forms every 5s.
Will stop if inventory is full (so you don't leave a trail of smelted ore while travelling)
Initial work on two more oven types
Added loot panel scene to the scene list
Added a health regen tea, slowly heals the player by 1hp/s if they are not in combat (not been attacked/attacked something else for 15s) and have greater than 0 food and water
Property editing mostly working
Cooking pot loot panel + bits and pieces.
Cupertino: Finish setting up makeile for VPC on Mac ARM64
Cupertino: Remove some definitions for OSX64 for OSXARM64
Cupertino: Add prebuilt macOS vpc
Add explosive sense tea, shows an arc and blast radius when throwing explosives
The arc terminates at the first collision, so it won't be 100% accurate due to bounces, rolling, etc
The arc only appears while holding down the throw button
Only hooked up on the F1 grenade for now
Cupertino: update VPC, still needs cleanup, builds all but need to sort linking and .mm files
Cupertino: Encapsulate Windows-specific code and error handling
Fixed "Can't remove RawImage (Script) because SoftMaskable (Script) depends on it."
- Removed SoftMask from attack heli small monitor UI
- Removed SoftMask package (no longer used anywhere)
Kill most of the map UI code
Correct versions of some packages
Query server addons 500 at a time (was 50)
Fixed crashes when maps have entities parented in an infinite loop
Will print a LEVEL DESIGN ERROR warning to console in such cases.
Added "teamonly" param to "player_say" game event
Fix exploit with pp/copy and halo lib
Do not try to listen to non existent player_hurt_ex gameevent
BaseResourceEditor.SavedToDisk()
Started on a ComponentDefinitionEditor
Workaround for issues on even older windows console hosts?
Fix backspace with empty buffer exception
Fix unknown commands not clearing the command input
Cupertino: Use Unix trailing paths for codegen, this should be fine on Windows too
Backport new tier0 threadtools stuff for process thread creation, fixes things that were missing from our initial code drop
Workaround status bar issues when running under the old windows console host
Finalized metals & distance scaling.
Fixed magazine displaying ammo count