252,692 Commits over 3,990 Days - 2.64cph!
UIScale is now a client only component
Community UI is now scaled by the players UI scale setting
Snowmobile driver eye pos + mount pos adjustments
Fix interpolation not working correctly in demos by making the interpolator use the demo time rather than game time
Snowmobile driver IK setup
Added more calls to save progression data
* On exit request
* On going to background
* On stage reset
Fixed saving progression data on exit
Fixed initial selected stage on game start
More selected campaign fixes
Leaderboard entry display fixes
Fixed bindings page not opening on correct player tab
Working on fixing case where button prompts would disappear
Enable head look on minicopter pilot, car driver seat, kayak seat, submarine driver seat
industrial strip light - adjusted normal map to make bolts more visible on fitting
industrial strip light - adjusted emissive map to increase range
Make CModelRender try to load vertex lighting/lightmaps for props only from the BSP
Added ability for ent_door to be breakable.
It uses all the same systems as prop_physics do. So prop_data node on the model sets health, break pieces are used from the model, and there's an option to not have the door breakable even if the model is. Added OnBreak output.
By default doors are not breakable.
Try using the new UI functions in Sandbox tools
Cleanup net.lua
Ignore everything
Create a tabbar when dropping a dock
Show tabs even if there's only one entry
handle addDockWidget
Drag dock tags to undock/move
Hammer: Don't offset initial drag drop model, fixes incorrect placement on grid
Added net.WriteColor( clr, alpha = true )
Added net.ReadColor( alpha = true )
Add argument to net.Read/WriteColor to skip alpha (#1841)
* Add argument to net.Read/WriteColor to skip alpha
More network efficient if you aren't using the alpha. The value between the read and write calls must match and should be a warning on the wiki page if this is merged.
* Change alpha read from faux ternary to cond branch
Since net.ReadUInt is a cfunc
Transform hull bounds to be safe
Minigolf water material
Added new water to holes
Playground prefabs
Update minigolf_green.vmap
Include hull bounds to tools model instance bounds to allow better control over bounds when placing models in hammer
Add portal 2 map icons that were already made before
make the material editor shader select focus the search input on popup
Do not require voice permission to force stop voice transmission
Removed -voicerecord from blocked concommands
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Added ControlPanel.ColorPicker method (Community Contribution)
And lets try using that in the Color tool
Added: Color box method (#1854)
* Added: Color box method
* Added function to control panel also
* Updated: Coding stile
Updated: Use ipairs instead of pairs
* Utilize: Use of `ipairs`
Removed: All changes from DForm
* Fixed: wrong variable names for R,G,B,A
Utilize: Pairs loop when configuring default convar settings
* Updated: Use camel case
* Removed: Use `if var` instead of `if var != nil` for convention
changed: Loop internal variables to `k,v` for convention
* Relace the IF statement with selection operator
Revert m_flCycle networking changs for the time being
Add a new type of tree
Update build script and old junk
Deleted a bunch of AI test scenes
SCSS add image-rendering
image-rendering: auto;
image-rendering: anisotropic;
image-rendering: bilinear;
image-rendering: trilinear;
image-rendering: point;
image-rendering: pixelated;
image-rendering: nearest-neighbor;
https://files.facepunch.com/ognik/1b0611b1/2021-12-22_43-11-3120fce0-dcf7-46e5-b2c2-817d799f6019-9gUn6NGy.png
Enabled xmas events
Enabled icewall craft
Updated airdrop event
Protocol++
Enabled xmas craftable tree
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Enable head movement on sofa seat
Converted and simplified process for allowing head movement on mountables to just use a toggle on the prefab: "allowHeadLook"
Removed behaviour that enabled the head look based on pose, the IK system will now only use the new toggle
Removed overrides on ModularCarSeat
Converted all existing prefabs to get identical behaviour
Add teleport2autheditem command that teleports the player to a random item authed to the given player (similar to teleport2owneditem)
Works with Tool Cupboards, Code Locks and AutoTurrets
Disable wrapping for sprite atlas textures
Pause menu string tweaks
Fixed leaderboard rank flicker !switch !release
Added global.breakclothing for testing, breaks all clothing equipped by the player
Added support for a sfx to play when an item of clothing is broken
Uses a default sfx path defined in Item.condition.cs but also supports being overridden per item via the breakEffect field on ItemModWearable
Fix reference to _mounted on the client side
Revert
66778 ("Remove unused overrideMountedLookAt"), integrate overrideMountedLookAt into the updated HeadIK method.
Fixed it for real this time
Don't show red interaction with depleted nodes
Fix player positions not restoring from saves properly
Add a script to build and package things
Added virtual Admin_Who method to BaseEntity to modify the output of the "ent who" command per entity
Using "ent who" on a sleeping bag now prints out the name and id of the player assigned to it
Using "ent who" on a camper module will print out these details for all of the attached bags