253,598 Commits over 3,990 Days - 2.65cph!
Merge from powerline_zipline
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
Automatic coupling when train cars collide
Dialog ui html & style
Dialog menu closed by default, tab to toggle for now
Tweaking settings updates the water live.
TrainCar.Collision class formatting to match the others
Coupled/uncouple visual difference on the client. Sync the flags.
Functional uncoupling interaction
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
Added a train coupling piece prefab and put it on my test trains.
Do templates and stylesheets the normal way
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Remove unused
Enter world automatically with newly created character
Save last played time to character, initialize newly created characters
Update .addon
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
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Basic train coupling class
No longer track the skin used in an item craft event (was making that dataset too noisy)
Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan
Removed TrainIsland scene (it's broken beyond
69624 anyway). Use ProceduralMapTesting instead.
Adjust menu camera position
Update .addons
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Tweaked some of the commonly used textures that were either too dark, too saturated or had too much contrast for the sake of consistency across different lighting conditions
Tweaked materials used in the excavator monument
lightmap player space added
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Add maintenance prefab
Update lighting on data room and north hall
Added spawns
Actually disable game over fade out delay
Support for U+0080 to U+00FF characters in usernames
Added south hall to data room prefab
added date room prefab
Updated lighting and adjustments rest of map
Update .addon
Fix compile error, Package.GameConfiguration -> Package.GetMeta
Add entities to Hammer GameData straight from games assembly data (skipping fgd)
Use an AssemblyLoadContext for game binaries in Tools/Hammer so we can use real Reflection instead of Cecil
We can load entities from remote packages too, put it all into a simple `Hammer.LoadEntitiesFromPackage( "facepunch.minigolf" )`
Clean up GDVar code a bit to keep our changes manageable, we don't need S1 fgd parser or game units/items
Turns out we were using the legacy stuff, switch it all over to KV3
Populate entity gamedata properties
Make structured MapClass w/ mirroring to native GameData so we have access to map entity classes in managed easily
Port Hammer Entity tool to C#, can pick s&works games from within the tool and use the game entities straight away
Don't output entities with FGDWriter
Load entities from all active LocalAddon when Hammer is started, split the API for local/remote package to make it saner
Load entities straight from Sandbox.Game.dll too
Hammer: don't load any .fgds from addons, we only load core/fgd/s&box.fgd now for remaining C++ entities
Remove DotaMaxTrees
Load managed GameData after engine fgd is read, copy native engine entities to our managed lists and then mirror our managed game classes back to native
Copy variables to native
Make our entity tool properly functional and less shit, add a button that pops up a dialog to use entities from remote games.
Fixed a number of harsh rail / road intersections
Removed water systems from bunker entrance prefabs.
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