253,585 Commits over 3,990 Days - 2.65cph!
Adjust customize lighting
Bit of cleanup
Merge from spraycan_merge2
Model class can be (de)serialized to JSON, allowing its usage in Assets
Achievement renaming !release
Show equipped hat
Show equipped trail
Disable SceneWorld trail particle for now, engine bug to look at
Fixed modular cars no longer correctly supporting the semi-secret mouse steer option
Allow create node context items to be filtered out easier
Filter out group input/output anim nodes in context menu, we should never have to make these manually
Cleanup
Beam does 1 dmg per second
Laser knockback
Fix up post-damage invulnerability delay
Add nullptr safeguards to CMaterialVar::SetTextureValue
Insert new node ids only after replacing child references on all nodes
Delete all nodes group node has in their manager when they get deleted
Add context menu item for grouping selected nodes
Switch back to using CAnimGraphEditorWidget for CQGroupEditorWidget
Fixed "Steam overlay replacement" window opening links externally
Some leaderboard admin script stuff
Update local.platformer.fgd
Asset compile
Fix laser damage
Check for valid selection entities in the player for cases when a unit is destroyed but it isn't ours
Remove justify-items from SCSS
Remove justify-items from SCSS code (it isn't valid) and fixed NRE in SelectedItem
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" )`
Added decay platform
Added laser beam (does not deal damage yet)
Update PlatformerController.cs
Added temp laser beam particle
Updated test map
Only show path particles if the unit belongs to you
Destroy ghost when entities tool is deselected
Don't center on the Z axis when placing ghosts
Allow customizing center properties on ToSourcePositionCenter
Added EntitiesTool.EntitiesToolMode
For testing automatically create a ghost entity from the first available EditorEntityLibrary type
Adjust Block List SCSS and add backdrop filter blur to make it easier to see
Added EditorEntityLibraryAttribute and use it for PlayerSpawnpoint
Added stub for Entities Tool in the radial menu
Fill server details from c#
ServerList bindings
Added PlayerSpawnpoint with ISourceEntity implementation (does not render outside of Editor Mode)
Update sbox-voxels submodule
Add ISourceEntity and SourceEntityAttribute
Remove SourceEntityAttribute
Serialize and Deserialize ISourceEntity on Voxel World load and save
Ensure that ISourceEntity types are deleted when a VoxelWorld is reset
Citizen: updated mesh files + further optimized LOD3
Game over / victory screen delay (not in speedrun mode)
Updated rich presence strings
Exclude burst debug dir from steam upload !release
Fix erode tool not working seemingly randomly due to some uninitialized memory
AsyncTasks tests stability
Consolidated normal computation
Invalidate cached campaign leaderboard after submit !release
Fix crash when reassigning node ids with connections
Reassign node IDs when they already exist, this is usually due to when a group node is copy pasted
Height/splat polish around launch site.
Citizen: fixed LOD2/3 still having default eyebrows
▊▊▊'▍ ▋▆▅█▊ ▅▊▊▌▆▇▆▇▆ ▋█ █▋▅▇▇▉▍, ▍▍▉▆▌ ▇▄▄▇▉▋▌▊▉▅▉▍▅▅▉▊ ▄▅ ▉██▊▆
Fix tinting for the base shader
S2P trainyard, powerplant, launch site, excavator, compound, harbor 1 and 2
Moved magnet crane animator params to the base class
Remove debug stuff from playground
Added support to EmissionToggle for any emission percent between 0 and 1. Set the magnet crane's rotation light to 20% emission when on. 100% on that material was designed for beacon lights rather than a little cabin light.
Merge from Powerline_Zipline