248,631 Commits over 3,928 Days - 2.64cph!
Reduce velocity when stepping down, to avoid gravity turning us into a rocket
Fix copy paste
- now remaps every type of network id, fixing storage entities
- fixed building ID not being reset for new pastes
- refactored pasting code so it more closely resembles SaveRestore.Load()
- fixed rotation of pastes not always working
- save entities in order of network id so the pasting is more deterministic
- removed saving of entity ids in pastes because it's not needed
- change paste directory from EntityCopies -> copypaste
Description attrib codegen: support method parameters
Fixes Facepunch/sbox-issues#6622
Fix description of expanded outputs
Push, Crush, Platform demos
HLOD now immediately resolves when the player finishes loading
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
Timeline playback/record initial test
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
battering ram fuel consumption
Show incorrect presses in red
Better solution for ignoring empty files for project upload, resolves Facepunch/sbox-issues#6608
fixed car lift collider box being offset in y/z
Fixed blendmode multiply not alpha blending
Remove nulls in updateComponents (prevents NREs when hotloading)
Add "Position Absolute" to gameobject flag selector
TextRenderer uses TextScope (outlines, shadows, letter spacing, italic)
Incorrect key presses now reduce remaining time.
QTE will now fail when running out of time.
QTE timer loss is now configured on QTE entity.
fixed storage building large ceiling collider gap
Repair UI and gesturecollection prefabs after merge
Leaderboard backup, run #
14741
Change mass center when not grounded
Add skidding
▆▇▍▊▋▋ ▇▇█▊▊▌▄▋▍▊▍▅▅ (▆▍█▅▆▄) ▇▇▇ ▍▊▊▄▉▋▍▉ ▌▅▇▄█▊ █▄▄▄▊▊▌▇▊ ▅▆▋▄▋
+1 the month in the server browser last played
Server browser: Added last played date display
Addon Preset search box
360 controller configs have more reasonable binds
Move gmod specific language strings from gameui_english
To garrysmod_english
Localization string for main menu blocked message
Minor changes
Fixed Lua errors when duplication limits are hit
Change how custom spawnpoints are added to GMod
So its not 27 duplicated .lua files
FF & NeoTokyo spawnpoints + Map Category (Community Contribution)
Rework how spawnpoint entities are added in base gamemode
One file now, not 25 duplicated files.
Minor code cleanups
Linux: Do not ExecuteToPriority if there are no jobs
This addresses slowdowns on Linux (srcds?) to do with the filesystem
garrysmod-issues/issues/5932
Add ability to group selection into new parent GameObject, add bind (CTRL+SHIFT+G), resolves Facepunch/sbox-issues#6587
Can jump out of water
Ladder climbing
▉▆▄ ▅▊▉▆▌▊▄█▇▅ ▅▄▇▄ ▋▄ ▉▍▋▄▌▇▌▇▄ ▄▍ ▄▅▋ ▉█▆▄▇▅ ▄▄▋ █▆▇▌▆ ▉▅█▌▍▅ ▇▊ ▌▆▆▋▌▆ ▅▌▊▍▇▉▊▊ ▌▆▊▊▍█▆ ▆▋██ ▉▋▌ ▉▅▄▄█▍ ▊▍▌▉▆ ▌ ▌▌▌▆ ▄▇ ▊▍▇ ▆▆▇▅▌▇
Fortress Forever + NeoTokyo support: Info_ff_teamspawn (#2044)
* Fortress Forever spawnpoint
* Added info_ff_teamspawn to player.lua
* Update getmaps.lua
I almost forgot the getmaps thing for Fortress Forever.
* Create info_player_attacker.lua
NeoTokyo Attacker spawnpoint
* NeoTokyo defender spawnpoint
See prior commit
* NEOTOKYO spawnpoints, too!
* Update player.lua
* Update player.lua
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Fix action graphs in unsaved hammer maps
Associate graphs with a HammerSceneEditorSession if open in hammer,
which is resilient to renaming etc
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Move & scale scene camera speed overlay based on DPI
Fixes it being out of place on HiDPI monitors https://files.facepunch.com/alexguthrie/1b1711b1/sbox-dev_59G1WDRdBm.png
Added Custom Pixel Cursors
Updated various UI elements to have cursor reactivity
Fix CraftingStation NRE if player dies when in menu. Force close any open Modals on death
Fishing Minigame has a chance for Treasure to appear. Can optionally go for the Treasure or the Fish
Fix Cooking Skill, and Cooking Pot Tile issues
Cooking Pot has a custom UI which only takes single items instead of item stacks
Fix CraftingStationPanel NREs
Cooking Pot no longer duplicates items when adding to Pot
Replaced individual food prefabs with a single food prefab that pulls healing information from ItemResource
Added Cooking Recipes and "Unknown Mess" food item which is crafted when using an invalid recipe
Cooking Pot now has progress bar
Moved all Tile-related WorldPanels into the WorldPanels folder
Added CookingStationPanel for overworld progress view
SCSS calc tests for bare literal values, variables
UI: Push root values between building style and cascaded PreLayout
Treat worldpanels as layers
Add vector3.InverseLerp
Add Collider.FindClosestPoint( p )
Expose Achievement.Score, resolves Facepunch/sbox-issues#6585
Only provide SourceLocationAttribute on primary class declarations, fixes "Open Component.Partial.cs", resolves Facepunch/sbox-issues#6612
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
More explicit HammerEvents
Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values
And the managed side
Serialize/deserialize CMapGameObject
CMapGameObject::GeneratesEntityModelGeometry()
Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader
Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up)
MapWorld.Scene sets a Scene.Source in an attempt to make AG happy
Tie Meshes to GameObject button
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
Check for MapSourceLocation in ActionGraphView
Open source map when inspecting graph from .vmap
Parent action graph editor to hammer window if editing map graph
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Implement setting HammerSceneEditorSession.HasUnsavedChanges
Fix action graphs from maps not caching correctly
Only OpenContainingResource if not already open
Sometimes ManifoldPoint->Impulse is nan, I don't know if that's expected
Add Rigidbody.Touching - which returns a list of triggers that it's currently touching
Prevent leaving triggers early when you have multiple colliders - I don't enjoy the amount of complexity this adds
Whitelist System.Int128
sbox-issues/issues/6627
Proper TAA, option for spartial or temporal blur
"Current Project" in Asset Browser is actually the current project, though this is probably already fixed in the new asset browser
Resolves Facepunch/sbox-issues#6614