254,392 Commits over 3,990 Days - 2.66cph!
Node test formatting
Ambiguous overload binding tests
Either type
Use Either type for ambiguous bindings
Compare implicit conversions required when resolving overloads
player update. exported/setup knife anim set. edited skinning/butcher/bone and combat knife entities and created two holdtypes, one for 3 of the knifes to share and one for the comabt knife because it has a unique deploy anim
Abyss hazmat helmet01 pipe fixes
Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
Updated view model and textures
Fixed various model issues
+ meta files from asset.party uploads
Fix QPainter was null when calling setPen errors
CompileProgress tests (doesn't work)
Fix asset browser file type size
Fix NRE in GenericControlWidget
Add BaseLayout.AddLayout<T>
Add ControlSheet.AddProperty
SerializedCollection elements return attributes of parent
SoundFileCollection doesn't use PropertySheet
Add some exception handling
Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
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fixed animation culling issue
Embrasures and shutters also rotatable using R when being deployed
Fix shovel gather notice.
Disable UseViewModelCamera on metal detector VM for now
Increased all plants ripe stage duration from 4h to 14h
Fix creating new instances of TMP text in the editor so it doesn't spew errors and never work
merged to main ladder_hatch_repair
merge from safezone_warning
Assume test mode will want rendersystemempty
Right now our tests machine doesn't have a GPU attached, for d3d11 it's fine since this runs over D3D11 Warp renderer, but not on Vulkan.
Change this if we ever do graphics tests on CI.
Running locally our tests pass fine without it
Update joints scene to use physics grabber
Source entity prefab cleanup.
Add EditorUtility.OpenPropertySheet
https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png
Set qt darkmode=2 so windows will follow system theme (I think)
Add ControlObjectWidget
Add [KeyProperty]
Add KeyProperty to TextureSequence.Source
ControlWidget will create an editor for unknown types (this will likely need locking down)
Updated third person model and world model
Deleted old placeholder model
added roller model to prefab
Merge branch 'main' of sbox-industrial-platformer
Support joint breaking on prismatic, revolute, rigid, spherical
Implement joint breaking, break callbacks called on post step, breaking a joint disables the component
Ensured triangle ladder hatch can be repaired in repair bench
metal detector viewmodel prefab ( viewmodel renderer) update
Use gizmos for physics debug draw lines for when I need it
Comment out early out in capsule vs hull deep penetration until I get the proper fix
Updated model/prefabs
Added Christoffer's WIP textures
Generic Item Page - Brutalist Assets
Add initial View Model support - make MP5 use view model to test. Camera borked
Better display info for property.get output
Implemented constructor nodes
Fixed property getter nodes
Fixed display info for property get / set methods
Add [ImageAssetPath]
fix SerializedCollection NRE
Fix MemberDescription.HasAttribute not finding base attributes
Convert TextureEditor to use Sequences
SequenceControlWidget has popup instead of doing it all horribly inline
Fix SerializedObject changes not propagating upwards
ResourceStringControlWidget cleanup
Use new Sequences json for amalgamated texture
Expose some sheet access on texture
Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json
Add TextureFile sequence `IsLooping `
Can use particle SequenceTime easier
Remove parse_mks.cpp
Delete mks importers (everything should use our way now)