252,424 Commits over 3,990 Days - 2.64cph!
▉▉▍▄ ▊▄▉ ▍▅▅▆▊▌▇▄ ▍▆▄▆ ▅▉▇ ▇▍▍▍▋
Initial commit
Initial code & content
Don't show pending submission count if offline
Simpler logic for stage card button prompt state
Iterate on C# part of water, fix reflection being 1 frame behind
Fix MLRS rocket backfire FX flashing on when entering LOD range
Take fuse time into account when showing rocket max distance (for instance HV rockets could fly 3,200m with an unlimited fuse, but actually explode after a maximum of 400m (10-second fuse))
Don't show max distance for MLRS rockets or torpedoes
▇▅▇▆ "▄▄▍▍▅▆▇█▇ ▅█▍▍▄▄▄" █▇ ▍▅▆ ▌▌▊▊▇▆▋ ▅▍█▊▊▇ ▋▌▉▅▆▊▍ ▄▉ ▉▄▄▋▇▊▍▌ ▄▆▆ ▄▆▅▆ ▆▌▄ ▊ ▆█▋
Allow RootPanel.Parent = null though
Throw if trying to set RootPanel.Parent
Fix a couple of NREs preventing -dedicated from working
Fix scenesunlight thinking it has a cascade light when it doesnt
▋▊▌▆▌ ▊▊█▉ ▇▋▉▍▉▍ ▋▌ ▍▍▅▌▅ ▅▇▋▉▉
▉▆▇▇█▅▋▋ ██▍▌▍ ▊▌█▅▆ ▊▌ █▉▇▅▅▄▍▌▊ ▉█▉▆▄
▄▅▆▄▆▇▅▌ █▇▌▅▍█ ▄▋▄▄▄ ▋▅▄▍▅
Fixed stages with scores to submit being in an invalid offline state
Fixed case where scores would fail to resubmit !switch !release
Curved world panels
https://files.facepunch.com/ognik/1b1111b1/2021-11-03_44-40-9c54a4e0-996b-49ca-a6b2-b2dcd37360e3-g2DnGRqd.png
Cache break command data
Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
ResourceTypeAttribute vsnap
Delete breakable_door_model node
Delete Model.GetBreakParicle
write FGD structs for modeldoc only once
FGDWriter can write ModelBreakCommand to modeldoc fgd
Added Library.GetType( string )
Added Model.GetBreakCommands
Breakables class runs BreakCommands, added ModelBreakParticle break command
Add an option to hide avatars on the map (shows a light green dot instead)
Update items and translations
Show underwater lab locations on the map
Update items and translations
Update items and translations
Fix compact player marker not showing player lists when tapped
Version bump (also update readme)
Version bump (also update readme)
Industrial light - large light for construct warehouse
Merge branch 'master' of sbox
Fix compact player marker not showing player lists when tapped
Implement Razor effects. Added TurretProjectile and moved out target stuff from base projectile class.
▉▅█▊▇▅▇█ -▄▍▌▅▊▇▉ ▇▋▉▊▉▆▆▄▅ ▉▌▆▅ ▍▊▍ ▇▇█▉▍ ▉▋ ▋▅█_█▉▋▍▄▋▆▇▋▋▋▆▉.█▆▄ ▆▅▉▍▅ ██ ▄▉▌▅▌'▊ ▋▍▋█ ▄▋ ▊▇▆█ / ▄▄ ▌▅▍▅▄▌▄▆▌ ▆▊▆▆▇▄▅
▍▌▋█ ▍▇▌▍▍
▉▅▇▍▌ ▌▊▇▍▉ ▅▄▍▍▌█▆ ▇▉▋▌▉
▄▍█▅▌▋ ▅▊▊
█▉▄▆█ ███▌▆▇▉▇ ▇▅▄▍▇▉▋ ▍▋▋█▇▉
▉▍█▄▅▋▉ █▌▌▌██▄▍ ▍▇▉ ▍▆▅▆▅▉
Update items and translations
Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays
Generate valid addon folder name in s&box.sln for linux
Switch sln & csproj generation to use relative paths
Various tweaks to the heat-seeking projectile weapon + fixed a bug where changing weapons on initial loadout spawn didn't work
Give the Razor a projectile life time and reduce up velocity
Added Razor sidearm as an option for some loadouts. A low damage but heat-seaking short-range projectile weapon
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system.
WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks
Simulate right (and middle) mouse button properly in world panel input.
Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games
Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code
Use WeakReferences of WorldInputs to iterate, gives addon state full ownership and lets GC work nicely.
Clear WorldInput reference list on LoopEvent.Init/Shutdown
Optimization pass for shader when they're not dev shaders
▊▅▉▄▋ ▇▊▌▍▊▇▌▍█ ▊▊▊ ▄▅▍▍▄ ▆▆▌ ▍▊ ▊▆▍▊▌▉▄▉▅
▉▉▅▊▌▉▋ ▌▋▍▌/▇▊█▆█ ▋▋▅▅ ▋▉▌▉▊ ▊▍▇▋ ▇ ▍▆▋▄▌ ▅▌▌▉▇▌ ▅▊▊▍▇ ▇▍█▆▉ (▅█▊▉ ▄▋▊▍▅▊█▅▇ ▄▉▊▉▉)
▅▊▍▆▋▆▉ ▌▆▉▇▇▍▌ █▌▋▌▄█▌▇▅ ▍▇ ▋█▄▇ ▉▇▋▋▇▇▊▊ ▍▋▇▄ ▅█▄▉▌▊▉
Remove debug optimize guard
Merge from FirstPersonSpectate
Fix light constants not being filled properly if not using cascade light, use data from baked sunlight from lightbinner
Improved handling of disconnected/sleeping players