250,598 Commits over 3,959 Days - 2.64cph!
Support for text-transform
Fixed DownloadingFile in loading screens
duplicator copies lua-set colors and material override
Fixed 0 width constrains creating errors
Fixed Lua errors with default scoreboard
Prevent 2 or more players from 'driving' a single entity
Make use of IsConCommandBlocked
Makes blocked concommand errors include proper stack.
Fixed duplicated constraints not getting correct player obj
Fixed duplicated constraints not getting the correct player argument (i.e. its always false after duplcation from file)
font-style support
Implement letter-spacing
Turned off train signal lights
Added Global.IsClosing ( true on game shutdown )
Run the Task queue when shutting down, to give them a chance to shut down, end them by force
Merge branch 'master' of sbox
▍█▌▄▉▇▅▇▄ ▄▍▌▊▊▄▅█ ▄▄▅▋▇█▇ (▆▅▅▊▅▇_▋▌▆▅█▄▍▍) █▄▊ ▇▉▇▋▄▅▍▆ ▇▌▌▅▄▆▉
TTT: add a player mic volume slider to the scoreboard (Community Contribution)
TTT: fix table.Shuffle (Community Contribution)
TTT: fix propspec_allow_named setting not taking effect (Community Contribution)
Wrap some exceptions in MicrophoneStandIOEntity
Fix unnamed render target textures not working
Removed duplication of OnNetPropertyChanged because Entity derives from NetworkComponent
Merge branch 'master' of github.com:Facepunch/sbox
Fix NetworkComponent properties don't work right with constructors
Remove flawed StingExtension.GetSha256
▆█▍▉ █▅▍▌
▅▉▋▇▌▄ ▅▋▉▋ ▍█▋▊▆▍▊
Merge from voiceprops/dlc (achievements)
Skin update (fixing Lost Soul AR and Chocolate Egg)
Compile fix
Another attempt fixing looping gestures not ending
Fixed [Spawnflags] inheritance. It will search base type recursively until it finds [Spawnflags], or you can override by having [Spawnflags] in your entity. Each [Spawnflags] enum field can now have a [Spawnflag(Name, Help)] attribute on it to override the name and help string.
Prevent all view direction change while incapacitated
Calling inure or injure_player console command when in crawling state now progresses to incapacitated state
Merge from voiceprops/dlc/achievements
Merge from voiceprops/dlc
Adjust first-person crawling eye position
Fixed not being able to repair deployed boom boxes while they are playing
Reduce crawling player model collider depth from 0.75 to 0.2 to stop them being able to push other players
Cancel gesture via an RPC and not a signal
Better behaviour for held boom box and recorder tool when holding player sleeps
Remove a server side debug key accidentally left in
Make it easier to push flip a rowboat over. It was really difficult for one person on flat ground.
Be more lenient with seat clipping checks, now finishing the check right at eye level. Fixes player hitting their head on the damaged floor above when riding a horse at Water Treatment
Add rifle ammo to my loadout
Removed the diesAtZeroHealth bool that I added some time ago for vehicle modules. Use a system similat to BasePlayer instead, just overriding the Die() method to not die.
Everything that was currently using diesAtZeroHealth = false:
- BaseVehicleModule now uses a blank Die() method instead.
- computerstation.static, ReclaimBackpack, ReclaimTerminal, StaticRespawnZoneBandit, StaticRespawnZoneCompound, microphonestandio, and elevatorioentity were immortal so wouldn't take damage already.
- StorageMonitor.deployed has been changed from DeployableGeneric protection to Immortal.
Now that wounding is single-stage again, Die() no longer needs the canBecomeWounded bool. Remove it.
Revert "Update vector usages"
This reverts commit 574545247ea82c3e9838f84e16d6a068d1bc0c96.
Cherry pick everything (rip branch explorer)
Don't add runtime creates models or meshes to dictionary.
Sunday experiments, dumping code on this branch in-case its useful to layla
Added missing documentation and SetSeed method (#11)
* Added missing documentation and SetSeed method
* Have all methods be an extension of System.Random and the Rand static class refers to them
Have all methods be an extension of System.Random and the Rand static class refers to them
if animgraph owner entity is purely clientside then act like we're a server animgraph (actually work)