240,736 Commits over 3,867 Days - 2.59cph!
Tutorial screen now uses html
Adding in the design for Tutorial
Add in real data on the steps
industrial light - fix for #1269
Merge branch 'master' of sbox
Revert "Give linebreaks an empty style to prevent shadows etc being rendered"
This reverts commit 0a0b8967c63ecd9f8eca49dbdd347fbb02a60b48.
Don't create lobby, just null check
Better fix for duplicate leaderboard entries
Fix leaderboard showing duplicate entries when rapidly clicked
Fix NRE, create lobby if there isn't one when selecting a map
Don't wallrun if wall too low or z vel too crazy
Jump tuck mechanic
Ignore block type in face mask when generating collision on server
Only rebuild collision mesh on server
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Clean up chunk resources in OnDestroy
Reflection probe editing script (Taylor)
Fix wallrun not being detected sometimes
Jump dir off wallrun more reliable
Holding jump can initiate wallrun and vault
Initial attempt to network initial chunk data, needs engine changes to compile tho
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Custom constbuffer support for shaders
Sandbox.ConstantBuffer.Create
ConstantBuffer.Update
Render.Set Constbuffer variant
Compute.WithAttribute Constbuffer variant
i forgot the collision
now the sack has collision
generic burlap sack update
model, materials and textures, collision
initial prefab setup
Unbreak styling
Autogen slug
Use game addons as default target path
Return enum for creation result
Add support for relative midi knob bindings
When enabled takes the delta of the knob movement and increases/decreases the assigned convar instead of mapping it in a 0-1 range
The minimum value of the binding is used as the speed multiplier
Can be enabled when adding a binding by adding true to the end of the binding (eg."midiconvar.bindknob 1 1 graphics.dof_focus_dist 0.1 0 true")
Will only work on float convars
Make block data local to chunk instead of local to map to make it easier to network
Addon creator
Add basic dev menu
Dev button in nav
Sidebar nav
Sidebar is org list
Org overview
Add games/maps to toolbar
Minor stuff
Adjust main nav icon
Org games
Org maps
Cleanup
Update layout
Minor adjustments
Move select org to left, create buttons to right
Org settings
Tweak styles
Adjust layout/navigation
Create addon page
Create org page
Bit of cleanup
Science experiments
Cleanup
Addon settings pages
Style tweak
Organize a bit, edit map page
Map settings form
Consolidate map/addon setting pages
These don't need to be navigators
Undelete that woops
Cleanup/fixes/better naming
Conditionals for map/gamemode specific form rows
Content downloads tab
Set package we're editing
Navigate to description when editing different content
Don't like that
Add Account.Organizations, rename property to match api response
List player orgs, allow select and show content from that org
Match property name to api response object
Org game icon navigates to game screen
Clone addon from github or ident
Implement gamemode creation menu
Add newly created addon to addon paths
Remove debug log
Show a note when hovering form rows
Tweak styles
Minor adjustments
Cleanup, creation errors, creation success page
Cleanup
Simple style for success page
Create addon in {targetpath}/{shortname}, make it obvious where addon will go
Check shortname length and more directory validation
Lowercase and underscores only, form notes
Button to cancel download
Local addon browser, warn when unmounted addons exist
Cleanup
Simplify, hide org sidebar
Assert menu
Redesign addon creator, make it its own page
Strip away org shit for now
Minor adjustments
Fix busy overlay
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Expose bear, boar and chicken population values in admin UI
Increased scroll speed of server info and convar lists
Give linebreaks an empty style to prevent shadows etc being rendered
Update DryWetMidi plugin to fix .net version
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Optimizations inside update loop
Move chunks into map, add MapDesc
Fix missing game lobby settings
Make leaderboards show error text when submit fails !switch !release
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system.
WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks
Simulate right (and middle) mouse button properly in world panel input.
Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games
Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code
Use WeakReferences of WorldInputs to iterate, gives addon state full ownership and lets GC work nicely.
Clear WorldInput reference list on LoopEvent.Init/Shutdown
Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays
Simulate ondoubleclick & onmousemove events, add WorldInput.Enabled for toggling easily, tidy and refactor UISystem a bit fix potential NREs, small optimizations.
Potato world model
lods, collision and materials
prefab setup
Improved BulletDropProjectile and set EnableDrawing false server-side. Create a client model for any projectile model set.
Apple world model
lods, collision materials
prefab setup
Update FgdWriter.cs
FGDWriter better handles nullables
DefaultValue generator handles int/float nullables
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Adjusted max run speed + adjusted speedlines
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Fix model of server version of projectiles not being hidden properly (todo: why do I need to set EnableDrawing to false every frame?) and properly set random seed to tick number before firing projectile
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