249,856 Commits over 3,959 Days - 2.63cph!
Improved the winning hand UI message
Fixed beancan effect floating, fixes for deploy sounds.
Show the winning hand in the winner info UI
Add basic LOS check to prop explosions
merge from bug fixes branch
merge from backport branch
cliffs and microcliffs now perform checks against road topology collision
Teams no longer need to be networked as entities and new players receive other players teams correctly. This uses a temporarily hacky method for detecting when a player's team index has changed
AffectTouchingBullets rewrite, supports foreach codegen
Added HUD changing dynamically based on team, fixed various UI issues, added custom nameplate code, tidied up some round flow and allow movement in the lobby
Fixed douglas_fir_b_snow billboard issue
Fix #523: Make Lobby.SendChatBytes public.
Also add a unsafe variant that would require zero copies to a managed
array.
Merge pull request #524 from HouraiTeahouse/public-lobby-chat
Implement #523: Make Lobby.SendChatBytes public.
ReadFile -> FileRead
Merge pull request #527 from mlajtos/patch-1
ReadFile -> FileRead
Override connection's GetHashCode()
Merge pull request #541 from morga4/master
Override connection's GetHashCode()
Fixes typo in README Achievements code example
Merge pull request #546 from sicklydove/master
Fixes typo in README Achievements code example
Expose message size in IsP2PPacketAvailable
Merge pull request #548 from sschoener/patch-1
Expose message size in IsP2PPacketAvailable
Fixed ACT_FLINCH_SHOULDER_RIGHT being registered twice
Hammer: Add hole primitive https://files.facepunch.com/layla/1b0811b1/sbox_P0oMYcGFO3.png
Added NPC:GetBestSoundHint( types = all of them ) = table or nil
Added sound.GetLoudestSoundHint( type, pos ) = table or nil
Added ENT:GetSoundInterests for "ai" type SENTs
Switched Think, OnRemove and RunAI entity hooks to use the Lua string pool for "anim" and "ai" SENTs
Fixed missing colliders on metal beams in the abandoned lighthouse
Fixed gaps in the shipping containers
Tweaked containers textures / materials to make them less noisy
Initial Art Pass for Deathmatch Test Map
Initial Art Pass for Deathmatch Test Map
Fixed issue with terrain blending on potato settings
Fixed issue with terrain base texture generation. Fixed issue with instanced terrain normals.
Implemented background-position in shader
Added background-repeat property
fixed ability to jump inside covered ch47
fixed medium rock formation anchors pivot not being offset to scale right
swamps, shrunk the water bodies to better fit procmap, avoid cases of floating water bodies
fixed floating cliff at WTP and sharpened the terrain blend map around it
crates at airfield display until network range as they are pretty much the only covers out there
Temporarily re-enabled suicide and fixed an NRE in OnPlayerStart
Loading screen cancel button should work
Floating friends list
Merge branch 'master' of sbox
Oops, fixed the knife sound not playing when swiping
Added an ability system and Sense and Scream abilities for The Hidden with UI
re-setting LOD draw distances on power substations prefabs
Revert "AssetBrowser: gridview and listview shows correct image ext (not just jpg for everything)" might have issues when there's no content src
electrical boxes and crates draw distances (must have gotten stomped during proxies)
re-added sewer branch puzzle
fixed rock clipping inside trainyard tunnel
Roadside train tunnel entrance now uses entrance_monuments_a prefab
Train tunnel icons on entrance_monuments_a and entrance_monuments_b
delete and re-creating metas on vehicles and small rock clutter files (similar problem encountered with cliffs earlier)
Added prevent building volumes to roadside wrecks
Fixed sounds not working correctly with clientside only entities:
* Footstep sounds
* _G.CreateSound, Entity.EmitSound, Entity.StopSound, Entity.StartLoopingSound
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Add z-index property
Rename UI.Renderer to UI.BasePanelRenderer
Rename UI.TextBlock to UI.BaseTextBlock
Added missing ACT_ enums used by the default player model animations
Add Texture.LoadAsync
GameScreen background wait for texture load before adding visible class
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reworked checkpoint2 area at airfield, fixed barrels spawns
fixed floating water tower at wtp, intersecting rock inside sewer tunnel
removing birch_medium_tundra harvestable tree from satellite dish in an attempt to fix NREs
roadsigns are harvestable in sat dish
fixed crane/rail block at trainyard by fully blocking the gap, attempting to get better electric wires rotating powerline posts (this is getting old)