253,325 Commits over 3,990 Days - 2.65cph!
Clear Attack1 and Attack2 from input if tab is being held down
Added UpdateHotbarSlotKeys
Update them to make sense...
Add EditorToolLibraryAttribute
Start working on Editor Tool radial menu
Spawn editor players in the very center of the world bounds
Use Input.Down( InputButton.Duck ) and Input.Pressed( InputButton.Back ) as a hotkey for saving the editor map
Basic Editor Hud / Editor Block Hotbar
Editor Hotbar Classes
Place Block Tool / Tool System
Fixed load error due to type name wrong
Fix loading client data for hotbar blocks if not set
Fixed loading of cw_hotbarblocks data (can't deserialize to byte[])
Fix errors when EditorHotbar is ticking before the voxel world has loaded
LoadingScreen from RootPanel to Panel
Add [Net] IsEditorMode to game and use that client-side
Fill editor hotbar blocks with random blocks if they aren't set
Fix icon for editor block slots
Add z-index to LoadingScreen
Update sbox-voxels submodule
Allow left/right mouse button magnet crane arm movement while driving it
More magnet crane driving changes. Adjusted speed and much improved steering ability, based on tests in the junkyard
Some adjustments to magnet crane driving/physics behaviour/feel
Fixed startup errors after asset is removed
moved background to skybox, switch white room to static light, vis pass
adding decal/ material color variation. tweaked prefab vis contribution
Implement new mesh raycast system, remove old super raycast package
Uses commandbuffers instead of a full camera render for improved performance with the same result
Lower magnet crane COM to make sure it never spawns and falls over
More Thread -> Tread renaming
Magnet crane suspension edit. Less wobbly, more stable.
Fixed modular car lift panel not opening anymore when interacted with while there's no car on the lift
bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem
Fix non-viewmodel entities being invisible
FPArms: sequences & weightlists for finger adjustment layers + more prefabbing
Don't auto select the held item when opening a loot container
Release MouseCapture on delete
Destroy mesh instance chain in CMeshSystem::DestroyMeshInstance instead of destructor. Fixes static props using first compiled vmdl on map recompiles.
Added more HasOccupant checks (catches if carOccupant is null) to ModularCarGarage.Server
GameServices.SubmitScore - push individual score to leaderboard
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Fixing issues with CPU sampling accuracy.
Improved magnet crane fuel calculation
FPArms: moved animations to subfolder
updated import settings for new music clips
Added warehouse prefab
Updated tower with working ladders
Updated middle building
Updated terrain for new warehouse building
Added new version of ladder with materials https://files.facepunch.com/louie/1b2811b1/sbox_6hgmwJIpuB.png
Updates asset tags with new gibs
Merge branch 'master' of sbox
park bin - scale adjustment
park bin - adjusted scale slightly and reduced normal map gradient
Brightened BuildingVeryDark, BuildingDark and Building environment volume types
Slightly lowered brightness transition speed between volumes
Fix particles not simulating in trailpass tab
Changed gas station environment volume to BuildingDark instead of BuildingVeryDark
Uncomment debug
Simulate trail particles in customize tab, set cp0 position
Finalizing northern splats WIP
Menu options are hidden based on Reflex availability. Implemented requested Reflex changes.
Shirt - Integrated w/ LODs
A long sleeve shirt, which later on will come n handy for more modular outfits. Extra colour variations and graphic designs for this shirt possibly soon.
fixed loading screen text translation overflow issues
Fix EntityList filtering not working
Fix post process screen size not applying, but for real this time
Tweak Post Process (note @samzanemesis - still doesn't seem to be real world units, seems to be half distance)
Fix devcam post process not getting removed
Fix exception trying to remove component that doesn't exist
Fix missing ragdoll camera
UI Tweaks
Height sampling on CPU updates