224,797 Commits over 3,714 Days - 2.52cph!
Fixed pressure pads blocking power passthrough for a bit when triggered
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Cubemap fog uses material inside hammer now
MapInstance now loads Cubemap fog reference
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Fix crashes due to returning address to temporary locals
Split this off
Merge property or variable get / set nodes
https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
Audio sliders to settings menu
Failing property binding test
Allow type loaders to specify read / write access to properties and fields
Fix property parameters when disconnected
Accessor node binding tweaks
These should be continue, not return
Precache the sound before trying to preload it
These refs aren't really for us
Unused
We don't really need this cache size logic, right
Reconfigure this
Give some warnings if we fail here, just so we know
Tweak SoundFile.LoadAsync, GetSamplesAsync
Reset anim graph instance on model change
Use IEnumerable<T> for ParameterDefinitionExtensions
Make ParameterDefinitionExtensions public
Make ParameterDefinitionExtensions public
Make control sheet labels draggable
Dropping a component property will create a set node
https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4
Facepunch/sbox-issues#5129
EditorNode display fixes for embedded targets
Fixed SetStructField test
Tests for += / -= / *= / /= nodes
Improve property node serialization
Update Node.ToString()
More property assignment tests
Handle type mismatch / missing operator for += etc nodes
Refactor PropertyNodeDefinition to extend AccessorNodeDefinition
Merged var.get / var.set nodes
Merged property node definitions
Upgrader simplifications
Version 6 upgrader
Test fixes
Fixed SetStructField test
Tests for += / -= / *= / /= nodes
Improve property node serialization
Update Node.ToString()
More property assignment tests
Handle type mismatch / missing operator for += etc nodes
Refactor PropertyNodeDefinition to extend AccessorNodeDefinition
Merged var.get / var.set nodes
Leaderboard backup, run #
10351
Leaderboard backup, run #
10350
Leaderboard backup, run #
10347
Fixed batteries draining more than the current energy they receive
Updated padlock models
Combination lock (WIP)
Opium Ironing Board asset
Merged electricity_power_fixes to Aux2
Merged io_entity_snapping/fixes to Aux2
merge from main -> ping_estimation
Merge from full_server_demos -> aux2
Network++
Fixed memory cell still consuming 1 power
Fixed switch and smart switch green/red lights feedbacks
merge main -> full_server_demos
network++
merge packet_ordering_2 -> full_server_demos
Post Processing console cmd
Merge harbor tweaks to Aux2
updated santa beard to use the newer burlap sack world model when dropped
Transform local bounds by scene object transform in CMeshSystem::ChangeModel, fixes incorrect bounds on mesh renderer model change
Fixed "Unable to initialize DirectSoundCapture" disabling voice chat
We are using Steam Voice anyway
Fixed lua_refresh_file gamemode file handilng
Fix issues with clientside dynamic models after reconnect
Nuke some useless concommands
Test_CreateEntity
Test_RandomPlayerPosition
Fix rotations for Bradley and Heli crates
Sks update
- removed unnecessary files
(test mat & obj)
Rename ProjectSettings to ProjectSettingsWindow
Blank off AudioReflections profile so we're not left with old data
Expose the audio processors
Serialize the processors
Tweak NavigationView
Allow adding audio processors
Added should_dock convar to cargoship
Harbor 1 now does additional terrain checks to ensure cargo docking path is clear
Increased required boat depth in costmap to ensure cargo can dock at the appropriate harbor