255,844 Commits over 3,990 Days - 2.67cph!
ToolRenderLayer shouldn't force Forward mode as it disables face selection and other crap
Hammer wireframe is just normal render pipeline wireframe now instead of all the special case layer stuff
Fixed server events being removed from list of events when disabled
Fixed toggling server event not being printed to server console
Horse clipping checks
Created new saddle prefabs
Prevent movement colliders
Native console command help etc
print variable value when no arguments
Move "find" to c#, add ConvarFlags.Hidden
Fix missing standalone files
sbox-issues/issues/7241
Hook up IPressable.Release
Fix CI menu build for PRs
Analogue to 80a508a419578851e644fce2fa43da3debd48d9c
Merge branch 'master' into serialize-null-fields-and-props
Fix CI menu build for PRs
Analogue to 80a508a419578851e644fce2fa43da3debd48d9c
Hook up IPressable.Release
Fix missing standalone files
sbox-issues/issues/7241
trim props
trim prop sources
Merge branch 'main' of sbox-assets
table_round_a + coffeetable_a props
Explicitly serialize & deserialize null values
Add ConVar flags
Remove dead code
Route console commands from engine to managed
No need to register convars with engine, we are the owner now
Strip command buffer running, aliasing
Store native console commands, everything works again
Set up jungle ruins beam kit prefabs
Add convars to modify server events
`print_server_events` will list all events & their settings
`set_event_enabled <event> <true|false>` will enable/disable events
`set_event_min_delay <event> <delay>` will set in-game hour minimum delay
`set_event_max_delay <event> <delay>` will set in-game hour maximum delay
Fix spline loop (de)serialization
Gauss: add loads of screen punch when firing a charged shot
Health and Armour kit pickup
Add continuous shake whilst charging the gauss gun
Gauss: Damage is evaluated on a curve based on charge power, drain ammo whilst charging until fully charged
Doh lets always subscribe Terrain OnTransformChanged
Add Gauss Gun, missing ricochet, screenshake, charged damage bonus
Bespoke grenade crosshair
-Ballista LOD material fix
Tripmine uses collider now
Create primitive gamemode prefab
Always prefer explicitly set hostname for server name when running a dedicated server
Also expose ability to modify a weapon's workbench level via an override
Add ability to override crafting cost & crafting time of items based on the era
Progress on foliage instancing: noise generation on gpu, fixed compute placement sync issues, wip instance data offsets and usage in foliage shader.
Cleanup of avatar masks for player/humanoid animations + added a collection of masks useful for isolated anim playback.
Merge from media_projects/player-copy-fixes
Leaderboard backup, run #
16685
Basic handling for the hopper to recognise when the attached container is full
Reuses industrial logic, so it won't try and collect items when it is full but it will collect items that it can stack
Hopper won't suck up items if construction (building blocks) is in the way
It can pull items through deployables
Cleanup, moved most processing into budgeted methods (see server.hopperAnimationBudgetMs convar)
citizen_human_male_REF file
Require power to run, hooked up industrial ports so it can act as a storage adaptor
Various prefab setup, fixed some item movement issues
Runtime hash set to check for allowed types. This should be done in code gen instead
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory