253,473 Commits over 3,990 Days - 2.65cph!
One more background rendering fix for linux
Attempting to fix background rendering on linux
Updated steamworks dlls
Fixed Facepunch.Integration
PluginData fixes
Removed RconManager
Updated Facepunch.Steamworks
Part way through fixing Steamworks ServiceProvider
Add VertexBufferExtension with methods to add a cube with repeating texture / UV scale settings
Add a new place_block_color.png to more clearly define what a block is
Pass a scale into AddCube so that blocks are properly displayed for the editor ghost
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Merge from spraycan_restore
tweaked landmine positioning
Zipline points for trainyard and water treatment plant
Cherry-pick my new interpolator -> MagnetCraneUpdates
Merge Main -> MagnetCraneUpdates
Minor changes
Can save and load graphs from file
Merge General QOL -> Main
Revert most of
69231 - was only working on listen server
Merge General QOL -> Main
Merge Main -> General QOL
Fixed placeholder train carriage NRE
Remove unused FX from the placeholder train carriage
Fixed spark FX not stopping on train carriage
Add zipline dismount points to supermarket, airfield, arctic research base, launch site, gas station, both harbors, excavator, satellite dish and outpost
Implement diminishing returns for workers constructing a building
Ensure that units are evicted from vehicles properly when they are destroyed
Fixed the Tesla Coil
Fixed the nuke ability and silo hatch animation
Restored glow functionality using new Glow component
Updated train carriage colliders, both temp train parent triggers + extra stuff
Quad primitive creates from the bottom of the bbox
Merge wheel_tangents -> rail_network
Manifest update for train carriage entity
Add a train carriage for testing
Renamed BaseTrain to TrainCar for clarity
Fixed incorrect GetDistance results for splines <40m long
Fixed incorrect height on some train track spline prefabs
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Box select zindex greater than nodes
Fix
Rebuild graph when set
Way to remember and restore input/output connections
Added float interpolator implementation. Simplified the generic interpolator code - no need for separate interpolator classes anymore, only separate entry types.
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World spline shared data update
Made my interpolator generic. The original TransformInterpolator now inherits from it.
Airfield lighting and dressing polish
Added overgrowth and small junk to the hangars
Added point lights near entrances to prevent exteriors from looking too dark
Citizen/FPArms: updated animgraphs with barebones stuff for fists blocking pose
Citizen: holdtype_pose value range is now 0-8 instead of 1-8 (0 is also the new default)
Fix paths not deserializing correctly (oops)
Make Entity.HammerID public and use it for BasePathEntity
Citizen: more comments, explanations, and clarifications throughout the animgraph
Unparent HUD entity from Game entity
Map.Reset preserves map entities by their hammer ID
This means you can preserve specific instances of prop_physics for example. No changes to gamemode code needed.
Adds Entity.HammerID (internal)
Update default filter to remove check for entities parented to the Game entity
It was a hack for HudEntity, which is now checked for explicitly
Adds Type.IsBasedOnGenericType
net_fakelag remove FCVAR_ARCHIVE, and add FCVAR_CHEAT to it and sdr command