255,547 Commits over 3,990 Days - 2.67cph!
Fix infinite loop
Right click delete
GraphicsItem key events
Remove unused
Only create new controller if needed
Killed & joined handled per gamemode
Post process to per gamemode
Organizing more gamemode specific stuff
Enable friendly fire
Merge branch 'main' of sbox-corewars
Added core.explode1 and core.explode2 and add cw_core_revive and fix core explode cmd
Tweaked core explode particle
Prepare Team Core for explosion effect
Merge branch 'main' of sbox-corewars
Add cw_explode_core test command to blow up your own core
Update death effect path
Core Explosion https://files.facepunch.com/louie/1b1311b1/particles_gameplay_core_core_crystal_core_break_core_crystal_base.vpcf%202022-06-13%2016-36-03.mp4
Cleanup
Start moving everything to new gamemode system
Tidying up material properties
Merge harmony_qol into main
Add *.generated.* to .gitignore
Tidied up transition range material properties
Order keyframes
Change array interop to be more useful
Paint.DrawPolygon, Paint.DrawLine, Paint.DrawPoints
Curve editor use continuous line
Add instance stride to shader too for multiview instancing
Updated Core particle and materials
Porting previous PlaceMonumentsRoadside and PlaceMonumentsRailside improvements to PlaceMonuments
Update core particle color on client. Create core particle on client. Disable collision and drawing for a core that is dead.
Updated particles and core to colour to team
Fix transform instance id in multiview cables shader
Added Color to IPurchasableItem and InventoryItem. Add colored names for different item types for tooltips and shop displays. Fix Buy button not working.
Parameter tweaks for further modest load time savings in the editor and on the server
Add Vector2.Degrees & Tests
Tests for Vector2.FromDegrees
Add Paint.DrawArc, Paint.DrawPie
Curve handle cleanup
Add tag to the right thing. Don't allow scrolling on PurchaseItem costs container.
Add AirdropStore UI dialog. Add all items with "airdrop" tag to the airdrop store. Add IItemStore interface and implement it in ItemStoreNPC and Airdrop entities.
PlaceMonumentsRoadside is much faster in certain use cases, like tunnel entrances (saving 50s+ in the editor, but only runs on server so won't improve client load times)
Pallet - lods
Merge branch 'master' of sbox
Simplify render pipeline by removing dead code for rendering world sessions to textures, we use the view system directly when rendering to texture
Strip multi-gpu support to simplify our rendering pipeline further in preparation for single-pass VR rendering
Added Airdrop entity. Game will periodically drop airdrops at a random airdrop spawnpoint throughout the game. Airdrop shops are not yet interactable.
Reenable multiview instancing on shader - Here be dragons
Added AirdropSpawnpoint entity for voxel worlds
Merge branch 'main' of sbox-corewars
Removed _c's
Update .gitignore
Merge branch 'main' of sbox-corewars
Switch to cubemap, refract using curve
Added core curve
Added core curve
Keep reference to PE and destroy when required
Added inventory.move, inventory.open, inventory.select, item.purchase, itemstore.open, upgrades.open sound events
Merge branch 'main' of sbox-corewars
Updated core model and particle
GraphicsItem hover events
Tangent handles
https://files.facepunch.com/garry/82567087-7590-461e-a1b0-d7d2fa95ba02.mp4
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Citizen source updates (helper changes in the model + usual anim updates that include some control rig improvements)
Citizen: updated weaponless idle poses
Split 01/02 into 01_L and 01_R, and added a new 02.
GenerateRailLayout is better at finding valid connections
Citizen/animgraph: new parameters + IK chain changes
Various PlaceMonumentsRailside and PlaceMonumentsRoadside improvements
Tangent math back to slope
iron_ore and sulfur_ore texture sets for wagons/piles
Coaling tower collector LODs & Colliders
Citizen/animgraph: first draft of "long idle" in weaponless state
You will now transition to a different standing pose if you've not been moving for 5 seconds while not having any weapon equipped. This will currently look a little odd in motion due to no IK / different aim or additive idle management etc.