254,773 Commits over 3,990 Days - 2.66cph!
Fixed NRE that could happen if Refresh was called when RefreshAsync was currently processing cells.
Revert "Dripsy beginnings for the Hub"
This reverts commit c7107a60dfffec7b6cc4435d24a2d6f4da05eb69.
Revert "Revert "Dripsy beginnings for the Hub""
This reverts commit b70d66d43b7a0ad347099fe8238fc0e2a1eb5b77.
Revert "Dripsy beginnings for the Hub"
This reverts commit c7107a60dfffec7b6cc4435d24a2d6f4da05eb69.
Settings cleanup and theme consistency
Hud element for tagged and not tagged players
work in progress tag rounds
Add Widget.ConstrainToScreen()
Move enum/flags control to game
Add Gloves, Facial categories to clothes
Fix controls to use the new Enum/Flags
Fix GameFrame dropdowns
Dripsy beginnings for the Hub
Fixed campaign score not always updating on !switch !release
Add BasePurchasable, BaseBlockShopItem and PlasticShopBlockItem
Delete c++ model particle spawning code from AnimEntity
Move ModelParticle class and spawning to engine
This is necessary so it works on all entities. Also fixed created model particles not being deleted when the entity itself is removed.
Recompiling a model that spawns particles now properly re-creates particles in-game.
Fix some styling issues with Backpack / Storage
Use a PickupTrigger on ItemEntity
Instead of using touch events for item entities, search in a radius around it this way we can have a larger "touch" radius than its actual physics bounds
Removed some old events and added Transfer Target Handler
bogies and coupler lods and textures
Backup 2022/04/22 12:50:00 UTC
Removed unused ModelConfig stuff from Model/AnimEntity
Avoid sharp angles when branching off side rails
Toggle the backpack if Tab was not held down very long otherwise keep it open until Tab is released
PathFinder supports custom directional algorithm that avoids tight turns
Better rail / road ring generation corner / start / end point search
Added IEditorAttribute<T>
Added FloatSlider
Add LineEdit.Alignment
https://files.facepunch.com/garry/e1bc5864-b770-4e07-81f9-323a65ddfde8.png
Right align number editors
ModelDoc: Removed unused GenericGameData nodes
high_quality_shadows_region, physgun_interactions, animating_breakable_stage, ai_model_info, npc_foot_sweep, gastank_markup, fire_interactions, cable, dynamic_interaction
Fairly certain all VR ones are unused too, but didn't touch them yet
Delete test_entities.fgd
WorkCart power adjustment
Fixed spawned wagons not working correctly due to missing serialized parameters. I swear every time I make a new vehicle there's one confusing difference between placed and spawned versions of the same entity, and it's a different thing every time!
Backup 2022/04/22 06:50:00 UTC
Set up hurt triggers to work correctly again
Merge from powerline_zipline/proc_gen_improvements
Fixed prevent building volumes on ziplines not properly calculating in some cases
Fixed prevent building building volumes sometimes calculating incorrectly on the server
Don't couple train cars together if the velocity difference is >5m/s, or the angle is too big.
Fixed some loading and pooling issues with the arrival points
Avatar & setting page style improvements
Fixed RPC_WantsUncouple check not working correctly when the player was parented
Wagons explode when destroyed
Assigned temp gibs to all the wagons
Made the wagons destroyable again
Merge from powerline_zipline/proc_gen_improvements
Fixed arrival points not saving
Merge Main -> Rail Network 2
Cherry-pick. Port my compile fix
Merge Rail Network -> Rail Network 2
Merge Coupling -> Rail Network
Refactored the way front/back is calculated on coupled trains. Fixed GetTotalPushingMass calculation to avoid recursive loops. Fixes various problem situations e.g. Coupled trains with train cars facing in two different directions colliding with a non-coupling WorkCart that's up against a static barrier