252,767 Commits over 3,990 Days - 2.64cph!
Frameless window can be resized by hovering an edge
Fix white box to the top left of the window when maximized multi-monitor
Close/Maximize/Restore/Minimize buttons are full titlebar height like native win10
Can use tab to switch autocomplete/history items
Resize game frame on layout
More snowmobile physics tweaks
Forward SteamInput callbacks to C# Steamworks properly
Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this
Update IGA file to match enums and action manifest, add a basic PS4 controller manifest
Steering direction bugfix
Remove extra box collider that was causing erroneous dismounts
Fixed map icons flickering at the wrong size for a frame when opening the map
Move rear passenger to the new spot no Tomaha
Added damage texturing to rear storage seat.
Updated colliders and storage interaction.
Fix rear storage seat spawning four rear storage seats as gibs
Reverse tread anim direction
Assign new updated model to the Tomaha
Fix world leaderboard order by best time
Don't reduce game timer in every client's tick
Use full ident in map cycle list
Add uf_pop_rock to the map cycle
Various snowmobile physics adjustments/updates. Also show visual steering on the temp ski visuals.
Improved Core basic impact particles
Fix wrong button colors on the left side of the firework design UI
Added DoorEntity.OnDamaged
Merge branch 'master' of sbox
Fix button calling OnClicked twice
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Adjusted glass surface, added glass.shard and glass.pane surfaces & use those for shatterglass
Try to reduce spinning of large shatter glass pieces
Making menuBar, setMenuBar virtual
InteropGen: fixed static functions not generating properly
Make all the tool windows consistent with the editor
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Use sling speed modifier for egg rotation as well
Clamp slingshot force to min and max to fix overshooting and ignoring egg mass. Add egg item data sling speed modifier (set it to 0.5 by default).
Rotate BR model 90 degrees so it faces F(orward). Increase mass of stationary eggs. Slow down BR.
Added Battering Ram stub. Let egg item data classes create their own animators. Pass owning player to spawn for eggs.
Center the egg group hud and raise it. Automatically scale based on distance.
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Merge from xmas_update_2021
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Added Stationary, StationaryData. Added prelim support for Watch Tower (first stationary egg.) Add HudOffset for eggs. Let egg data classes handle their own spawn logic.
Added rear storage/seat gibs
updated prefab
updated decal sheet to include the fuel gauge
updated the model to fix the tilt in the track, also resized it a little to compensate for the change
renamed track textures to old UV3 naming convention
added rear storage and extra seat, textures/materials and lods
updated materials for the snowmobile
updated prefab.
Add ISteamInput interface from Facepunch.Steamworks
Initialize Steam Input from managed
Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers
Update Steamworks 1.53 for Steam Input improvements including Steam Deck support
Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58
SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug?
Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres
Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly
Chuck up some debug panels in the input settings menu for each connected controller to debug features
Async steam input glyph texture loader
Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions
Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs.
merge from xmas_update_2021
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merge from xmas_update_2021