243,440 Commits over 3,898 Days - 2.60cph!
Fix skill panels still displaying when not unlocked
Fix infinite loop in OnDirty, set dirty to false last
Add LocalTransform accessors
Switch everything to use LocalTransform, LocalPosition, LocalRotation, LocalScale
UI shaders accept D_NO_ZTEST
Refresh editor handles on hotload
Gizmo.Draw.WorldText obeys IgnoreDepth
[EditorHandle] can be a material icon or emoji https://files.facepunch.com/80a96818-668f-4562-9ef6-3311aaa49ba7.png
Remove unused
Player using
GameManager uses ISceneStartup
Player implements IDamagable
Add TriggerHurt
PlayerUse uses new IPressable
Update SceneMap
Add FuncButton
Add Tags to DamageInfo
Add Component.IPressable
Leaderboard backup, run #
14260
Add GetComponent , AdComponent etc
Reloading interaction
Added kinetic boulder ammo, catapults only accept kinetic ammunition
fixed food spawns at radtown
dpv crafting/techtree
Fix OrganizationModal NRE
Fixed Friends List Modal CSS. Resolves Facepunch/sbox-issues#6525
Digging SFX
Added Dig Particles
Added BiomeResource to store additional biome information
Added a bunch more items. Can now get items from digging (dictated by the Biome)
Improve digging and make it give experience
Fix entity shadows
radioactive_water -> world_update_2
Backpack contents NRE fix
adjusted hcr crafting costs, removed extra unused slot from python/hcr
radioactive_water -> world_update_2
world_update_2 -> radioactive_water
Dont override onItemAddedRemoved delegate
Added secondary colliders to all cliffs to fix the issue where it was possible to place small I/O inside rocks
updated radtown name, updated radtown loot
Episodic combine_intmonitor props with extra skin
gmad.exe allows .vtx files again
Try writing current git branch to garrysmod.ver
Added river rocks
Brought back small arctic rocks
Updated the whitelist to allow .vtx files again, while restricting .sw.vtx still
Pause on error for Win32
Because people on Windows just can't comprehend what a command line utility is
Started prototyping catapult siege weapon
Added basic interactions, placeholder fire animation
Only fires rockets atm, still need to add new projectiles
christmas_light asset finished and scale fix
some light tweaks in art_scene
merge from ocean-override-curves
merge from world_update_2
adjust lighting and frank's position in art_test scene
Reworked the fix for seaweed spawning above ocean / it was conflicting with grass and lowering the density of coastal rocks
New fix uses clutter topology to block off seaweeds instead
Get rid of cloud browser chips, move facets next to search bar
Remove DropDown widget I added and roll facet dropdown into its own widget, simpler
Initial tabbed asset picker w/ both local and cloud assets
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_WENJnEwfYb.png
Facet dropdown cleanup
Only select 1 entry per facet, display selected name and icon in dropdown
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_AueEMTPu9O.png
non-linear flow scaling, with further tuning
Update these to check the new cloud path
Logging non vs versioned idents as a conflicting version is dramatic and actually I don't care, we'll use the versioned one anyway
add separate transition curves for different ocean override parameter groups