254,391 Commits over 3,990 Days - 2.66cph!
Allow PolygonMesh to construct mesh element handles from index, this will be needed for serializing mesh element selection for undo
Fix exception when pasting into TextEntry with MaxLength, resolves Facepunch/sbox-issues#7442
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
Ensure sceneundosnapshots are only disposed once
Disallow undo/redo while an editor action is underway (e.g. dragging something)
Plays relaxing sound if attempted.
Fixes sbox-issues/issues/7397
Weapon racks can now handle items being externally removed (eg due to era enforcement)
Fixed horse sliding mode oscillating too much\
Added a delay on the sliding sound before it can be played again
Add StatusBar to GenericPicker
SceneViewport dolly zoom is timescale independent, resolves Facepunch/sbox-issues#7454
AssetList displays hovered asset/directory path in window status bar for all display modes
Show un-normalised path as AssetList status text
Test if FindPathInScene() is null
Dispatch property edits while changing in inspector
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Removed tree layer from catapult spikes trigger
Tweaked world colliders
Fixed missing DungeonConditionalModel in ferry terminal
merge from primitive/gameplay - contains network protocol
primative techtree t0 and t2 progress
Better horse auto avoidance
Reduced horse velocity when hitting a vehicle
Fix exception when firing guns and not holding a shield
Techtree T0 progression fix
weapons t2
Fix croc sometimes snapping between water surface and water floor
Hook up ISceneEdited editor event again for movie maker
Fixed missing backfaces on battering ram build stage
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around)
Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads
Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows
Moved effect projectile gravity bypass to Projectile.noGravity
Updates to jungle prop blockout scale. Work on ziggurat shell and scene.
cherrypicking
110851 Fix heli targeting scientists
Hide Collider.Static for concave colliders, concave can only ever be static
Add extend edges operation https://files.facepunch.com/layla/1b2911b1/sbox-dev_0zyz9ksM3A.mp4
Remove primitive list from mesh component widget, has no real use and gets in the way
Leaderboard backup, run #
17213
Added primitive sell order lists for water well vendor
IsAllowedInEra now works correctly if passed a mask
Player vending machines can now list items that are marked Loot, Craft or Vending
NPC vending machines will only list items that are marked Vending
Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them
creativemode.freerepair updates the battering ram head flags correctly
creativemode.freerepair works with constructable entities
Reduced the collision damage horses can inflict on vehicles
Same idea as
111903 but with working code this time
Ballista projectile LOD & trail fixes.
Impact FX prefabs.
Only use the ground alignment threshold when the tarrain normal variation is above 10 (rough terrain)