249,341 Commits over 3,959 Days - 2.62cph!
Pull Requests:
* Fixed a comment
* Fixed DCheckBoxLabel's vertical alignment of the label
Fix label PerformLayout in DCheckBoxLabel (#1767)
Update admin_functions.lua (#1768)
Fixed changelevels not working due to recent signonstate changes
Fixed a regression where map spawned hls weapons are sometimes broken
Fixed def errors
Added bind friendly MeshSystem.CreateProjectedDecal
Actually fuck that, I don't want to compile the whole engine again
InteropGen - reduce span so we can see errors
Handles
Update sceneobject.def
Update Handles.cs
Update SceneObjectFlags.cs
SceneObject Get/SetBoolValue
Decal cleanup
Merge branch 'master' of sbox
Don't let delivery drones fly underwater
Fixed the local build scripts
overgrowth materials color tweaks
Updated dungeon_grid_test scene to also spawn the full intersection
Fixed stairwell code regression that was causing corridors not to connect perfectly
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Tweak speeds, tighten timeouts since they were excessive
Using int shader property ids instead of strings.
Make delivery drone motors spin CW and CCW instead of all the same way
Assign sounds to the other drone so it doesn't spam NREs
Remove conditional networking for market terminal orders (Maybe fix for "waiting for x deliveries" message not appearing?)
Added a DisableWithMainMenu script, added it to the quit and suicide confirmation panels so they close properly if closing the menu with them open.
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More motion vector fixes, some tidy up and fixes. Added the ability to opt out of system.
Fix player position marker not scaling correctly on map views (MapInterface had a MapScaleIndependent component added onto the marker)
Adjusted 180 degree turn prefab so it doesn't clip the stairwell piece
Removing unused corridor prefabs
adding stairwell elevator, refining other pieces
Adapt sunLightObjNative to definition change
Implement conversion from Angle to forward Vector3 and vice versa
Finish base API for Light
SunLight base for directional light
Light cleanup
Cbasemodelentity def cleanup
Fix light types
Merge branch 'master' of sbox
Stairwell bottom piece socket update
Prefab updates to support stairwell pieces
Code changes to support stairwell pieces
shortened the stairwell bottom piece transition tunnel by 1.5m to make it 6m from pivot
Add types for AnimSceneObject, SceneParticleObject
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Make GetManagedType, GetManagedHandle const
Child handle types return handle class instead of native class
Merge branch 'master' of sbox
Implement RecalculateDerivedValues and boilerplate in C#
Move lighttype enum to engine, document light and iterate it a bit
Merge branch 'master' of sbox
Typo
SceneObjects are handle based
Interop: Added HandleChild
SceneObject OnNativeInit/OnNativeDestroy
Added Assert.AreEqual
Added HandleIndex.ForceNextObject
Light + Skybox constructors force that object as created object
train tunnels stairwell pieces greybox and test scene
Merge from /main/drone/shop
Fix player position not showing on the market UI... but why does the marker change size with zoom?
Fix issue where the shop details panel can be partially seen when first opening the market UI
Disable market UI RPCs when playing demos
Merge from /main/drone/shop
Add padding below the shop title
Delivery fee is now per quantity bought (According to the order UI - not the stack size. Selling stacks of stone wouldn't cost 1000 times the delivery fee)
UI improvements to show when you cant afford the order+delivery fee
Allow zero quantity in market UI sell orders
Changing amount of one order resets other orders to zero quantity
Zero quantity switches the buy button to disabled