241,210 Commits over 3,867 Days - 2.60cph!
Same treatment for VM weapon flashlight
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
Tweaked flashlight lighting setup to faciliate our creative look-down pose
Add g_tint to gizmo line shader
Only rebuild colliders when they need it
Add .sbox to ignore
Update scenes
DebugDrawSystem
Physical character controller tests https://files.facepunch.com/424f0b37-e705-4802-87cb-f51c3bab46e6.mp4
Partial modifier and RPC build
- Scene updates
- Prefab properties populated
- Manifest
Fix NRE updating recent scene list
Updated Menu Avatar Scene so it doesn't use missing materials
- Initial launch point and mountable basic scripts
- Basic prefab setup
- Vine launch points can connect together
radtown_spline_fixes -> main
patrolheli_orbitstrafe_fix -> main
Relic always shows cost, regardless of whether or not you can afford
Updated relic visuals, item now floats on pedestal. Item sprite now updates when item on pedestal changes. Plays an animation upon purchase
radioactive_water_convars -> main
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead
Renamed anchor and trigger gameobjects
Added Relic, RelicPurchase
Added RelicPanel and Relic Interactable. TileDrawing can now save prefabs to islands.json with their Prefab Variables intact
WorldUnlocker will instanitate any prefabs with their correct Prefab Variables from islands.json
Fixed Tile Registry
Fixed RelicPanel
Fixed Prefab Serialization issues with WorldSave and WorldUnlocker. Should work when networked as well.
Removed unneeded variables
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
Make AccessorNodeDefinition.BindingTarget protected
Fix searching by type
Tidy up
Re-add super basic version of `t:vmdl`, `t:vmat`, etc.
https://files.facepunch.com/alexguthrie/1b0811b1/sbox-dev_yUjxPKGytb.mp4
removed dependency on BaseEntity from AttachTo
more towing
- inverted control of towing attachment
- simplified AttachTo func, we can get the anchor points internally with information from the interface
Rebuild mass when updating physics shapes (only convex shapes)
Only update collider shape on property change
Display a message when force exiting due to OOM issue
Update .gitignore
Reduce .sav buffer down to 12M (from16) to fix a crash
Include new .sbox/cloud directory as build map cmdline -searchpaths arg
Fixed default display info for accessor nodes
Remove mock GameObject/Prefab code from managed MapEntity
Add CMapGameObject map node with managed counter part that wraps a GameObject
Hammer world's Scene uses HammerSceneEditorSession
Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now
Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos
Hammer: Create GameObject Test option
Polish to catapult art. Added decal renderer to catapult prefab.
HCR viewmodel anim updates
Update Facepunch.ActionGraphs
Stricter test for resolved generic type with default arg
Make resolved generic type properties optional instead of removing them
Test fixup
added materials + decals
+ decal_dirt_b
+ decal_footprints_a
+ dirt_ground_02_blend
corrected body used by horse for towing and some hitch->tow renaming
sidebar improvements + snippets
Smaller add button, rename to new
Delete flat view, doesn't make sense - I think most people were just using it for searching
Fix double-clicking on assets & packages
Fix history menu
Show cloud browser in default layout
Renaming assets now lets you just change capitalisation, resolves Facepunch/sbox-issues#6564