221,915 Commits over 3,653 Days - 2.53cph!
Fix header content placement
This fixes the wrong header content placement introducted by #1 , jittering on scroll is still fixed
Before: https://m0uka.dev/u/RYBaTE.png
After: https://m0uka.dev/u/bxZ8Ev.png
Merge pull request #2 from m0uka/patch-1
Fix header content placement
Started work on rescaling the campaign menu for switch
Only show the selected campaign on switch
Fix scenesystem skipping objects that are partially translucent
Fixed a bug with VPK file searching that would result in garbage data in file.Find
Fixed pointer-events not creating panel request for mouse input if it didn't have children
Add Panel.MouseScreenPos
Add Panel.MouseDelta
Input handles multiple mouse buttons
ButtonEvent can take a ButtonCode
Added ClientInput.SetButton
InputRouter.CursorDelta
Added Vector2.ScreenSize
Added cursor aim to usercmd
Merge branch 'master' of sbox
Fix run direction animgraph values
Override player animator with my own
Campaign menu: populate in a coroutine to avoid hang
Fadeable can now have a delay
StageLoading fade tweaks
Fixed how campaign items are selected while loading in
Camera update
Update .gitignore
Reworked Satellite dish terrain blend map, heightmap
Fixed the puzzle spawning loot incorrectly
Using alpha carve objects instead of alpha map to make holes in terrain as they seem to be more reliable
Various other fixes related
Buoyancy implements IServerComponent. Adjusted ragdoll prefab.
Support hotloading assets over the network
▍▍▆ ▊▅▄█ ▋▊█ ▇▉▋▌██▄/▊▉▄▄▆▉
Score down any roam point that we are very close to.
Distance based scoring changes.
Roam point reservation improvements.
Oilrig scientist roam idle intervals reduced.
Isolating client filesystem, addons can define glob to download files, files saved by crc
Cover point reservation changes.
Harshly score down, instead of excluding, used cover points.
updated meta settings on player gesture anims
Add color tests to border tests
Made trees in monuments harvestable
Tweaked Junkyard to improve its spawn chances
Reduced density of large rock formations
Allow sending data in ServerInfo
Network file refactor
Client mount addons that the server tells them to
fixed incorrect LOD distances set from editing multiple prefabs through RendererLOD on chainlink fences
Temperate cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
Removed bottles etc from the bandit camp poker tables. Due to a quirk in the interaction system and the proximity to the chip storage, the bottles ended up showing up with an Open interaction, which was a bit confusing.
Random moves don't go all-in unless they have to
Refactored how we handle the active player index. Handling conversion between relative numbers (player 1, player 2...) and the actual index values of the players in different seats. Handles cases like having only players 0, 1, 3, and 5 in a game.
Client/server compile fix
Briefly block input to the current held entity when cancelling a gesture
Text scaling for handheld / docked mode
Fixed campaign menu being broken on switch
Weapon impact & explosion stuff WIP
Safety check on random moves
- Improve small blind/big blind getter
- Show dealer/big blind/small blind in the UI
- Currently bugged, but at least this shows up the bugs
Compiled textures for citizen's eyebrows
Make ClientSignOnStateChanged first argument be the local player's userID on client like expected
baked lighting variant of testmap
Stopped arctic grass from spawning on shore ice and ice lakes
Simplified ice sheets and removed floating decals
Tweaked ice sheet materials to look the same as shore ice
Imported new rebaked textures for the baked ice sheets
Updated ice sheet meshes and colliders
Tweaked world setup prefab
Cover point reservation improvements.
Added AIPoint memory bank.
Changed SignOnStateChanged hook to ClientSignOnStateChanged (first argument is nil)
Added ProjectedTexture.SetShadowSlopeScaleDepthBias, ProjectedTexture.SetShadowDepthBias, ProjectedTexture.SetShadowFilter,ProjectedTexture.SetTargetEntity