252,159 Commits over 3,959 Days - 2.65cph!
Don't ignore [Net] variables set before network tables are built
fixed new mission not updating mission hud sometimes
Streamer refactor
Cleaning streamer apis
Merge branch 'master' of sbox
Update game
Stream button (todo: hide if not linked)
Merge branch 'master' of sbox-game
Low wooden fence - made the wood a slightly lighter colour
Icons for single joy con face buttons
Fixed Output<T> not being created properly on entities
Display AutoTags above user defined tags in asset brower/Hammer/etc
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Bump MAXSTUDIOANIMS to 3k, MAXSTUDIOSEQUENCES to 2k (from 2k, and 1.5k respectively)
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Added model name & position to VRAD's "unexpected strips found" error to help debug which static props cause the issue
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Desert dwellings progress backup
Hammer displays Input/Output parameter types in the Outputs tab
Metal Fences - Adjusted fences to snap to the grid in a nicer way
Replace obsolete NetworkComponent with BaseNetworkable
Merge pull request #29 from handsomematt/obsolete-network
Replace obsolete NetworkComponent with BaseNetworkable
Added Output<T>, provides the correct output type in the FGD
Obsoletes Output.FireWithParam, use Output<T>.Fire
AutoFGD: Ignore 'activator' parameter when deciding what fgdtype to write for an Input
Make use of Output<T>
Update base.fgd
DrawScreenQuad fixes
Post processing render event (test)
Added spherical triggers to flags. Tidy up MoveController and add variables. Respawn flags when returned to a base.
Updated Eclipse
Finished basic layer of art.
Fixed chickens being flagged for both navmesh and A*
Metal Fencing - LOD0 metal fence panel, support and post
Merge branch 'master' of sbox-game
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merge from modders_junkyard
CraneSpawner Prefab
Shredable(car)Spawner Prefab
Asset.AllByPath is case insensitive
Asset loading file extensions are case insensitive
Fixed the sign preview sometimes going out of bounds on some entities
Fixed paintable wheel not saving paint content on pickup
Fixed photo frames not showing sign content in inventory
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▆▅▉▋▆█▇█▌▌▆ ▌▍▄▄ ▆▍▄▆▄ ▄▍▌ ▋▊▉▍▋▄ ▋▅▍▊ █▅▆▌▇ ▉▌▋▄▍▄▇▉▋▇ ▌▆ ▆▌█ ▍▅▆ ▇▋▄▋█▉█▅▊ ▆▅█▍▌▇▊ █▇▇▍▍▋▇▅ ▋▊▍ ▋█▆█/▊▆▌/▌▄▆
Better model for box storage in camper
Moved storage underneath barbecues
Updated a heap of colliders for the new setup
Merge Main -> MLRS. Stomped ParticlePlayground changes, keeping the version from this branch.
Added MLRS aiming module item
Fixed MLRS map looking wrong until a player first mounted
Deleting unintentional duplicate file
Updated temp_punch
Updated distance LOD to include the rear cam and screen. Removed a couple of unused scripts from the MLRS.
MLRA dashboard rear camera
Camper BBQ lighting improvements
Improved system for destroying MLRS rockets by static SAM. Sam now always auto-destroys them if they get too close.
Other changes:
- SAM sites (deployed or static) now actually do the realmed remove for client/server. Looks like it was forgotten.
- ServerProjectiles now ignore trigger colliders in their GamePhysics.Trace calls. Need to keep an eye on this one.
Brought Terry to an ophthalmologist and got treatment for their lazy eye