255,114 Commits over 3,990 Days - 2.66cph!
Update kills for players on the team list
Add RoundStageExtensions to get the next stage and a stage name
Add StageInfo to show Stage, Time Left and Next Stage
Add StageInfo to Hud
Add GetIcon to RoundStageExtensions
Send icon with announcements for stage changes
Update StageInfo SCSS to include stage icon
Merge branch 'main' of sbox-corewars
Remove Entity.Create<T>() and rename Entity.Create( name ) to Entity.CreateByName( name ) to hint that this isn't the only way to create entities ( you can use new )
Reverted change to intro stage
Fixed baking getting stuck !switch
Hammer entities become opt-in with [HammerEntity] - most game authors were having to do [Hammer.Skip] on most of their entities so makes sense to invert it
Fix material icons not showing in Hammer's entity tool
set ident to facepunch.tabletennis
Can drop the ball with your left hand by pressing X, and transfer paddle velocity into the ball on hit. Need to do this better by figuring out local velocity of the point from the angular velocity of the paddle.
Move Hammer namespace to SandboxEditor
Make Input.VR.Left/RightHand.ButtonA/B.WasPressed work within Simulate ( before this only worked clientside in FrameSimulate )
Get rid of strafe spawn point, just transmit info_player_start for prediction
Discord webhook shows correct name, and only shows personal bests
Hammer.Skip to HideInEditor, Hammer.SkipProperty to Hammer.HideProperty
Fix timer start message spamming
Don't overwrite entities, just use our own (strafe_player_spawn, strafe_trigger_teleport)
Add strafe_teleport_destination
Fix prediction on teleport trigger
Rename IsNearlyEqual to AlmostEqual
Add providers to PropertyAttribute
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Move Hammer.MinMax to MinMax
Revert "Disabled transform structured buffer by default, will be reenabled soon"
This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22.
Delete MaterialIcon
Remove LibraryAttribute.Alias - Add [Alias]
Fix all those icons
Fix DebugOverlay.Sphere order in ExplosionEntity
Fix ModelExtension
Fix argument order
Delete these vtex_c it keeps deleting on its own
DebugOverlay.Text and ScreenText consistency
Make first arguments of every Text overload to be ( text, pos, ...
Make first arguments of every ScreenText overload to be ( text, ...
Cache mesh in RenderListEntry
SpriteArray shader for UI core layers
Status effect icon max size
Fixed Core shader fading in text embeds !switch
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Delete IAsset
Delete Global.Lobby
TypeLibrary expose TypeDescription
Move DisplayInfo to Sandbox.Reflection
Switch depthTest and duration arguments on DebugOverlay.Sphere and Circle
Consistency with other methods - depthTest being last as it's the least useful
Replace LibraryAttribute.Spawnable with [Spawnable]
Backup 2022/05/18 12:50:00 UTC
Get rid of Model.GetBreakPieces and similar extensions
Move Sandbox.Breakables.IModelBreakCommand to Sandbox.IModelBreakCommand
Moves default BreakCommand classes to Sandbox.Internal
Added surface properties to models
Recompiled map
Remove EntityParser.ParseEntities
In favor of GameData.ParseAssembly
VrHand.AngularVelocity Vector3 to Angles - unfuck the code behind it treating it like SteamVR coordinates which ended up giving batshit values, now it's just degrees/s
Console attribute renames
Remove obsolete
Engine Version++
Added +/- 180 degree buttons to coverpoint inspector
Begin work on probe batches & baking
Added 'Particle Effect' property to phys_lengthconstraint
No more putting particle system entity inside of the constraint in Hammer.
https://files.facepunch.com/rubat/1b1811b1/AAUUMM6PIy.png
Skipping some hotloading
Hardcode hotload logging for now
Move the paddle a bit further down so you're actually holding it
Make surface assets for the ball, paddle and wood with realistic restitution values (can you hook these up to the models/materials @bakscratch)
Tidy up our physics code a bit and use the restitution coefficients
Set MaxPlayers to 2
ConCmd, ConVar refactor
Route convars via engine
merge from /pickup_fps_fix2
Individual, per-floor virtual AIZ setup.
Cliffside mask tweaks to pad up ore counts