252,895 Commits over 3,990 Days - 2.64cph!
Possible fix for error when closing skin picker after using search
If two points in a line are too far away the line will now end, fixes some invalid sprays in monuments
Spray decal now uses wood for crafting
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Change spray layer to prevent walking/projectile collision but still allow using water to clear sprays
Adjusted wheels and suspension again, trying to improve stability
Fixed locks not persisting correctly when reskinning a door
Fixed being able to open reskin menu for items that aren't skinnable
Fix redirect skins being set to the wrong skin id when reskinned (fixes factory door issue)
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Fixed finished effect appearing black
Temporarily disable material replacement assert, replace with warning
Fixed error when inserting an invalid item into the spraycan
CreateSpray error fix
Spraycan is no longer default craftable
Can no longer reskin items without TC auth
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Added DoorEntity.Break input
Added Health keyvalue, Break input and OnBreak/OnDamaged outputs to FuncBrush
Also renamed FuncBrush class to BrushEntity
Fixed KeyframeEntity methods not working correctly with host_timescale above 1
Improvements to documentation of some methods and properties
Host.Name, Host.Color, Model game data methods, LogicEntity, ent_platform
Update FuncMonitor.cs
Give physics to some rust ported junk models
Breakables class will now try to spawn generic gibs if model has none
Update base.fgd
Update .fgd files to remove func_platrot, func_breakable
func_breakable is superseded by func_brush
Updated on kill particle example to use "Init from killed parent particle"
no_terrain cliff material variants for special purpose use
Increase the size of the font used to display the enemy player and health
Particles: Enable InitFromParentKilled and CreateFromParentParticles
Tweaked weapon fire rates for each type of unit
Added support for archers to sit on each gate and attack enemies that are dangerously close
Asset browser mod filter obeys active status
Delete addons.json
Add input glyph to binding hint for opening a Station
Updated map with archer spawns and ent icon
updated snowmobile mesh.
removed unnecessary joint aka 2 less bones needed
GetAllModsCount can return only active mod count
Add Asset.AbsolutePath
Don't dump a tools_asset_info.bin into each addon
Save tool settings and autosave in .source2 folder
Asset absolute paths
Update .gitignore
Add optional argument to Input.GetGlyph specifying glyph size. ( Small: 32px, Med: 64px, Large: 128px )
Input.GetGlyph( InputButton ) will now return glyphs in the same knockout style as controller glyphs
https://files.facepunch.com/matt/1b1311b1/glyphs.png
Clear all cached handles when a new Steam Input config is loaded
Basic Example Particles
collision_particle_example, constrain_distance_example, epitrochoid_example, follow_cp_example, grid_example, int_from_model_example, move_between_2points_example, on_kill_example, pull_towards_example, screen_space_example, snapshot_example
Added GateArcherSpawnpoint (Hammer: slingshot_gate_archer_spawnpoint)
If a unit has a target to attack before it has reached formation, try to reach formation during the attack at half the speed whilst also steering towards range
Add Player.GiveEggsToEnemy server var for testing
Implement GiveEggsToEnemy support for Stationary eggs
Try to automatically switch to a closer target but only if we're attacking a gate
Ceil health display for egg group hud
Adding light sources to heaters
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Add sling attachment to the Trebuchet
Added TrebuchetProjectile class using simple bezier curve
Add Position to DamageInfo for Plague Barrel
Increase damage for TrebuchetData and remove EggFlags.Mobile from valid target
Allow Bombs to attack any IDamageable not just EggGroup types
Add TrebuchetData to test egg set
Add Trebuchet entity and fire a projectile every 5 seconds (test)
electric heaters source files