256,444 Commits over 4,018 Days - 2.66cph!
Bit of cleanup
Course timer, start/end checkpoints start and end timer
Simple timer hud
Set max jump strength time to 1s
Include roll in jump direction
steps map, and small changes to canyons map
industrial strip light - material group tweaks
industrial strip light - updated model for material tweak
industrial strip light - adjusted emissive values
Merge branch 'master' of sbox
Fix compile error so the game runs, inefficient networking though
Inland sculpts around new cliffs
Fixed ModelDoc GameData nodes without properties not deserializing correctly
Remove non existent projects from groups.vgc
InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return
Added Model.ToString to include the model path
Flush model game data node cache on model recompile
Fixed Prop trying to get model game data of NULL model when its model is recompiled
Added fake 2d tree cards + updated 3dsky scale
Desert cliff improvements.
Road network Z pass
Tweaked how layouts are created
Bind QFontDatabase
Material icons
Settings tweaks !switch !release
industrial strip light and fixture - rotated to point upwards and fixed self ilum
Merge branch 'master' of sbox
Prefabs, meshes and colliders for new portacabin variants / kept old ones intact for compatibility
Setup fake lag config values on game server init so they take effect after server restart
Added .vs/ to gitignore
Fixed obsolete property warning
Mark simple liquid as a non dev shader
Embedded button prompt tweaks, fixed analog stick position
Fixed player 1's bindings always being used
Moved ShootWhenAiming toggle to PlayerActions
Centred toggle control !switch !release
Added required forward passes for core
Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4
Fixed titlebarless window size being out of sync until moved
Added Widgets.UpdatesEnabled, SuspendUpdates struct
Focus changes provide FocusChangeReason enum
Global event on mouse pressed (so we can close popups nicer)
Added DataModel.RowsChanged
Added Widget.IsFocused, Widget.IsActiveWindow, Widget.FocusMode, Widget.FocusProxy
Added Widget.IsPopup
Added Menu.SelectedOption
Only override native ptr comparisons if is a struct
OnLineEdit_ connects not used
Remove debug
Add custom AutoComplete widget (this is gonna be easier than dealing with their bullshit)
Combobox/LineEdit can use AutoComplete
Console autocomplete
Use HDR buffer for bWantsFBCopyTexture
Fix snowmobile item definition IDs
3d unicycle in customize tab
Part buttons start on top
Snowmobile wheel and terrain FX system final setup
Reset jump strength when not grounded too
Navigate to a tab by default
Rolling sound a bit louder
fixed dir case
Fix duck, flashlight and slots for controllers
Add jump strength indicator to dev hud
Ease out jump strength
Ability to render scenes with an orthographic camera
`scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );`
Add IsStart & IsEnd to Checkpoint entity
Add jump course and start/end checkpoints to playground
Spawn player at the starting checkpoint
Create button.hover.vsnd_c
Reduce StopSpeed
Jump strength determined by how long you hold jump
Max air turn speed
Reduce speed if holding break after landing a jump
Added some exterior map detail and hut
Okay, refactoring vehicle chassis visuals again, but I think we're there now
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More snowmobile code WIP, mostly client-side wheel related. Sharing more code with modular car.