252,857 Commits over 3,990 Days - 2.64cph!
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Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Hammerhead bolt, does explosion damage to doors only
Hitting players will temp ragdoll them
Reverted BaseEntity.Parenting change from
111863, not intended
Ballista incendiary bolt now creates a world model on impact
BasePlayer-Projectile: on impact, we now create the projectile world model before running the projectile item mods
Fixes projectiles world model asserting when trying to parent themselves to a destroyed entity (a fire arrow landing on a twig wall for example, the radial damage mod was destroying the wall)
Update RapidJSON to the latest version
Improve JSON function compliance with the JSON spec
util.TableToJSON - math.huge keys now become "Infinity" instead of "inf"
util.JSONToTable - Handle NULLs in arrays, convert boolean looking keys ("true", "false") to booleans if this behavior is not disabled by the 3rd argument
Minor optimization for util.TableToJSON
make lua_run entity keyvalues case insensitive
Copied spine avatar settings from main
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
Revert 'rock formation huge e' materials back to what they should be
Add comment to reference rewiring
Fix head pop, but had to disable the head look, need to find a way to order proc anim on spine and neck properly
Incendiary bolt, doesnt spawn its world model on impact for now
Handle cloned references to the prefab root when root is referenced from list or other nested properties.
Fixes: sbox-deathmatch/issues/100
Fixed siege tower projectile and projectile scale issues (wrong hashes being generated due to duplicate names even though they had different parents)
Wrote scripts for:
- Resetting box collider transform but retaining position in centre & bounds of the collider itself
- Resetting box collider scale but retaining position in centre & bounds of the collider itself
- Resetting box collider rotation but retaining position in centre & bounds of the collider itself
detatch tow when horse swims
Remove duplicate Forward() and remove DepthNormal fallback
Put mode fallbacks on materialsystem init instead of gameinfo
Added walking bee model, textures and materials
natural beehive
world model LODs
materials and textures
Replaced old camera-based environment volume indirect lighting code with new spatial version
Cleanup mp5 grenade
Make scorch work everywhere
Add proc anim to croc tail
merge from primitive/gameplay
Redo track previews to be block based
https://files.facepunch.com/ziks/2025-01-28/sbox-dev_rUDi5nRQQY.png
Update example movie
Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward()
VrForward > Forward, reverse fallback so that old shaders with VrForward use that still
TextureParameterNodes throw errors for name conflicts
Nested ITextureParameterNodes are resolves properly. Textures are now saves with DefaultValues in SubgraphNode.
Re-added debug capsule rendering 💊
Add DebugOverlay.Model
Add DebugOverlay.GameObject
Initial single plant pot setup
Remove walker log
Fix missing hud component
Add SSAO
Tripmine placement ghost
Switch to use texture icons
Era restrict nail gun, pistrol ammo, revolver and waterpipe shot gun - Removed from primative gamemode
Conform crocodile x-axis (roll) rotation to slopes, as even though it looks odd with tall animals it looks natural for them
Throw if attempting to clone invalid gameobject
Ballista projectile refactor, we now use the Projectile class (wip)
Pitchfork tweaks
ParameterNodes in a Subgraph without a name will be treated as constants and will not be exposed as inputs
Interpolate value on query instead of every frame based on last update time
Hierarchy: Exiting search expands to new selection, resolves Facepunch/sbox-issues#7453
TreeView.RecursiveLayout compares TargetObject correctly, fixes TreeView.ScrollTo