243,015 Commits over 3,898 Days - 2.60cph!
Coastal cliffs
Slope masks and LODs
Platform retry
Clamp panel's time delta, avoids it skipping over transitions completely when loading etc
Custom loading screen backgrounds
Added venetian plaster wallpaper A, B, C (pending icons) and updated skin list
Added a game tip explaining how to wire the tin can alarm
Move error calc to webjob
Fix indexing errors
Added Cut option to Component dropdown. Resolves Facepunch/sbox-issues#5920
https://files.facepunch.com/CarsonKompon/2024/August/22_08-27-PalegreenCirriped.png
Fixed Cut (CTRL+X) not being an undo-able action.
Undo / redo (fixes #4)
https://files.facepunch.com/ziks/2024-08-22/sbox-dev_DEoOLIRbv9.mp4
M4A1 attachments have bones now
Style Inspector now crosses out any rule that isn't taking effect (due to a higher priority rule). Resolves Facepunch/sbox-issues#6273
https://files.facepunch.com/CarsonKompon/2024/August/22_07-58-VioletEft.png
Fix dumb error
Optimize this
Upload api to staging slot
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
I made this way more complicated than it needed to be
Use M700 worldmodel correctly
Add `@orphaned` filter to list all assets with _c files and no source files (that aren't from the cloud). Resolves Facepunch/sbox-issues#6285
https://files.facepunch.com/CarsonKompon/2024/August/22_07-29-BouncyBlesbok.png
ranged sight worldmodel
m700 now had ranged sight as default (bodygroups for irons sights still available)
Stop TextDialog doing the confirm action even when you press cancel, fixes Facepunch/sbox-issues#6236
viewmodel prefab material update
Made some changes to how we're loading remote packages from map file references, do it on project startup instead of when opening map, removed AssetResolverWindow as it's not needed anymore. Will keep an eye on this
This should resolve issues when using remote packages in hammer maps
- Everything would be an error until you opened the map in hammer
- On restart, a big majority of the assets would get cleared out and you'd have to re-open in hammer again
- Hammer should open maps with lots of references faster (Construct 3 mins to 20 seconds, HC1 Refinery 2 mins to 15 seconds)
Allow "CTRL", "SHIFT', or "ALT" as binds on their own
Added support for Modifier Keys in Input Binds. Resolves Facepunch/sbox-issues#6286
Update a couple of weapon prefabs
Reduced river length scale so max length is identical to before the recent start width change in
103263
No wonder this wasn't getting received
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
Can upload a loading screen
Widened rivers slightly at their origin
Fixed CTRL/SHIFT/ALT modifier keys in Editor Keybinds. Resolves Facepunch/sbox-issues#6287
Merge from world_update_2
Fixed DecorSwim breaking from
103228 (removing ocean from water map)
Have fsm UI states sync their name with the actual runtime state instance
Transitions can have a delay window, or exact trigger time
Fixes #11
https://files.facepunch.com/ziks/2024-08-22/sbox-dev_hzOo8z1P7g.png
Fixed generated path meshes not preserving the w component when rotating tangents
Use LineBBox in Zone, so much less noise in the Scene view
Custom (INetworkCustom such as NetList/NetDictionary) not including in delta snapshot for now as they handle this sort of thing themselves. Stepping stone
Tie audio tracks to the play buttons
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering)
Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up)
Removes water volumes from lakes (now handled with AddToWaterMap)
Eliminated noEarlyExit parameter from WaterLevel
Fixed several edge cases in WaterLevel
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
WIP left hand IK, still not working
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