256,037 Commits over 3,990 Days - 2.67cph!
Refresh config list when local addons are changed
Switched excavator environment volumes to brighter ones
Support for multiple d3dcompiler and their reflection types
Simplify that, and add d3dcompiler_47
Remove redundant functions now that they are processed on the core shader
Fix typo
Merge pull request #356 from Facepunch/d3dcompiler_47
Add support for the latest version of D3D11 shader compiler
procedural_cave_entrance_a scene and basic setup
PopupWidget can have a shadow
Add Label.Color
Add documentation to the collision page
https://files.facepunch.com/garry/5cfd42ca-d9c5-4420-a082-68e6485ab5e6.png
Add Layout.AddRow, Layoiut.AddColumn
Backup 2022/07/08 10:10:00 UTC
Make SetPhysicsJointAnchorToChild work with scale and mirror modifiers
Make modeldochelper_attachment work with scale and mirror modifiers
updated fire extinguisher gibs
Backup 2022/07/08 04:10:00 UTC
Add server-only convar global.asyncWarmup to enable the async asset loader for asset warmup (default true, except on linux)
Should revert to the old logic by default on Linux to improve server boot times
Change hooks to something that should actually work in release builds
Fixed NRE when attempting to report offensive content when not in a server
Layout changes
Made the seen/friendly/enemy buttons a toggle so it shows what the current state is (and prevents clicking on the same state)
Animgraph: Parameters lists are not sorted alphabetically (do the same fix for conditions)
A small fix on marketplace terminal
Made changes on marketpalce terminal
Update Tools to .NET 6, remove .NET 5 dependency
Got rid of Webview (unused) while we're having fun over here
Backup 2022/07/07 22:10:00 UTC
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Store desync of timeSinceLastTick in combatlog
Finally fixed all edge cases with mask generation
Added additional stone floor tile block
Tweaked stone brick colour
Updated Temp Core
Tweaked Vortex bomb particle
Merge branch 'main' of sbox-corewars
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Frequently update player's path in case grid occupancy changes
Just remove agent from grid before calculating its path
Reduce leniency of line of sight for more accurate local avoidance
Disable diagonals in search, not really needed with path simplification
Pass agent id of agent requesting path so it doesn't try to navigate around itself
Navigation agent can be stopped, stop monster when its close enough to attack
Fixed tag defaults not working out properly if one side had no tags
Save addon config with enums as strings
Add CVPhys2World::SetCollisionRulesFromJson
Apply ServerConfig collision rules in OnPhysicsWorld, or on change
Fix MatrixButton looping
Backup 2022/07/07 16:00:00 UTC
Make sure SoundFile actually preloads the sound - it was only working before because the sound got played, which preloaded it
Fix our CopySamples16 bind messing up memory for ADPCM sounds
Baked the spline extruded road tunnels down into standard unity meshes.
Grey out Save button by default
Don't query local addons in OnPaint, use Package.IsRemote
Use package information for local addons where possible
Fixed grass not growing around powerlines - redid the terrain modifiers a bit
vacuum tube anim setup to handle wagons of various heights
Add static AddonConfig.GetPackageType so we can convert anywhere
Added addon editor properties, and addon selector window
We've got a few windows that are doing the same thing here, so I'm gonna look into unifying it shortly.
https://files.facepunch.com/devultj/1b0711b1/sbox_ICOQ0r16AU.mp4
Hammer: Move selection tool keybinds UI below all the buttons
Added a 'clear text' button to Hammer's entity tool filter text entry
Hammer: try to save some vertical space in property editor tab