252,753 Commits over 3,990 Days - 2.64cph!
fixed double door garland pickup
Added trigger_catapult entity from Team Fortress 2
m_flCycle is now networked from -1 to 1, from 0 to 1
Bumped steam.inf version
▋█▍▄▅ ▆█▊▇ ▄▍▇▌▉
▋▇▇▍▇▆ ▅▍▅ ▍▌▅ ▋█▅▌ ▆▉▌▊▌▆▅ ▆▅█▆▄▍ █▊▍▄ ▄▋▋▍ ▆█▋▌▌▇▍▆▍ █▍▉█▌ ▇█▅▊:
-▉▆▄▋▍ ▄▄▍ ▊▇▌▄▊▊▇▍ ▄▅▅▌▄▍ ▅▄▅ ▍▆▉█▊ ▆█▌█▆█▌█▉▋ ▌▍▊▊▇▌▌▇▅ ▉▌▆▇ ▇▊▊▄▍ ▊▍▋ ██▍▄█ ▅▆▇▌▄ ▉▉ █▄▄ ▆▉▋▆▅▍█▍▌
-▄▅▉'▋ ▊█▍▌▉ ▍▇█ ▋▊▍▊▉▍ ▆▉ ▆▋▍▇▉▇█▆ ▇▌ ▌▄█ ▅▍▆ ▊█▋ █▅▋▍ █▊ ▉█'▍ ▋▉▉▍▅█▊▆ ▆▅▅▆▍ ▊█▋▅▇▄▊▊▊▄ ▅▆ ▌▇█▋█▊
Fixed button prompts with inverted styling
Workshop menu fixes
Fixed exception when baking workshop stages
▊▆▅▆▆▋▊ ▊▌▊▄▆▅█▍▌▊ █▆▋▊▍█▊ █▉▇ ▍▄▊
Fixed window missing a ton of events
Add Layout method
Add Widget.Parent
Add Button.IsToggle, Button.IsChecked
Experimental fullscreen button
Style tweaks
Functional, but pre-polish.
Delete unused Steam binaries
Working on a new strategy for TMP embedded button prompts
Account for TMP mesh generation character index being non-monotonic
parking barrier - split phys shape to allow for rigging
security shutter - adjusted painted normal to show through paint surface
satellite dish - rotated to make placing easier.
Merge branch 'master' of sbox
DataBinding for checkbox, enumbox
Add Widget.Enabled
Data bind automatically sets widget to !Enabled if read only
Don't try to set value if no setmethod
Allow attributes to have RegisterMethod, UnregisterMethod
Revise menu with abilty to add by path
Can add new menus options to editor using [Menu]
Can add new tool windows using [Tool]
Update Steamworks to v1.53a
Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically
try deleting probably unused steam libraries
Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon)
Building brick skin prefabs setup - start
Manual control of starting and stopping lag compensation
Update Steamworks to v1.53a
Updated trails, adjusted size and only spawn once moving
Building brick skin LODs/Gibs/Colliders files
pre-slow falling change checkpoint
ai combat state timing tweaks
Hammer: backport bevel tool from dota tools https://files.facepunch.com/layla/1b1411b1/sbox_VMx7ll0cC9.png
Treeview tweaks so editing names in Hammer are legible
Asset pane icons
Added Checkbox, renamed PushButton to Button
Parking barrier - adjusted nuts on the bar and fixed gaps on mesh issue: 115
Security shutter - added rivets in to colour mask
security shutter - removed extra unused skins
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Minor tweaks
Set trail particle's cp6 based on the player's speed
Don't prioritise the last attacker in the assign to friend auth menu (turrets/bags)
Hide empty menus for now
Add some notes to the controls tab
Add and adjust fall messages
Simple map change when the game timer expires
Temp tread visuals setup for the other snowmobile. Remove the old temp visual wheel
Game timer, display time left in hud
Display a random message when a player falls
Set up tread animation for the Tomaha.
Fix standard game dof controller interfering with dof values during a hi res screenshot while the dof exposer is active
Fix NRE's when taking hi res screenshots
Fixed screenshots appearing blurry if taken while the admin UI is open (triggering via a keybind would have bypassed this issue)
Disable submarine dof layer on screenshot camera, was conflicting with the DofExposer
Reduce snowmobile performance with damage
Players will spawn at the same spot in a checkpoint, randomly determined when they first touch the checkpoint
Disable player to player collisions
Prediction for falling
Remove the TODO on healthFraction in BaseCombatEntity saying to rename it to healthNormalised. It's been more than six years, let's stick with healthFraction at this point.
Magnet crane can lift snowmobiles