250,891 Commits over 3,959 Days - 2.64cph!
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Centre of mass adjustment edit
Adjusted player's hand position on sub steering wheel
Fixed health displaying as a float. Fixed tag names (apparently you can't use periods?) Changed AreaOfEffect to AreaOfEffectRadius for clarity
Fix auto complete in console not showing up
Also update unit static tags
Two seperate flowfield entity tags: flowfield.ground and flowfield.ignore to distinguish between units and the ground
Removed old Placeholder render entity and added a custom render entity for ability target selection. Use Input.Down instead of Pressed or Released for selecting ability targets to guarantee selection.
Submarine steering wheel moves. Removed GetSteering method from BaseMountable as it wasn't used anywhere.
TriggerWaterGap system that ultimately we don't actually need, so putting this in a branch.
63115 actually handles the situation well enough on its own.
Fixed flamethrower particles not displaying and fixed a compile error in Ragdoll
Various optimizations for performance including use RenderAlpha instead of EnableDrawing (why does this help?)
Cyrillic support for names in leadeboards
Limited support for CJK characters
Use native System.Numerics.Vector3 for fog calculations because it is faster, and only update the fog map once every 100ms
Merge Submarine->HDRP_Art_Backport (aux)
Trying a fix for null MobileMountable. Slower but more foolproof fix also written here but commented out
Underwater plant texture spec changes for a more underwatery look
Preliminary ocean depth darkening parameters & related materials
Water goggles post fx (not implemented yet)
Use Library.GetAttribute instead of using reflection to get the type name
Fixed entity hud anchor elements updating in the wrong place. Added component system for items. Units will take time to move between tunnels.
Merge branch 'master' of sbox-rts
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Organised Flamethrower Particle
Moved flamethrower particle into own folder
Added Electric bolt particle
Electric bolt particle
Added Ice Blast particle
Ice Blast Particle
Oops, actually make it calculate the bounds
Added Hammer.Path
Merge branch 'master' of sbox
Added BasePathEntity
Entities derived from BasePathEntity will appear in the Path Tool in Hammer. BasePathEntity parses the nodes from Hammer into a ready to use format, as well as provides a few helper functions to get the curves as they appear in Hammer.
Shark prefab/id fix after moving it
Mesh.CreateBuffers can optionally calculate bounds for you
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Allow VertexBuffer.AddCube to set a color
Some more tidyup / comments etc.
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
Split up. added comments, tidied up WaterSystem class
Make SceneObject.All a read only list
Done properly and remove old attempt at wrapping IParticleCollection
Blockout bench
Merge branch 'master' of sbox-game
Panel derives from PropertyClass
Fixed NRE in Property.SetValue
Merge branch 'master' of sbox
CheckBox can have a label
Button can have an activevalue
TextEntry can have an icon
GameList has non-functional options
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Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Added [InspectorProvider], cleaning color property
Add [Property] to some of the panel properties
Added LibraryMethodAttribute
Fix exception in Color.TryParse