248,584 Commits over 3,928 Days - 2.64cph!
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Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
Check if the last placement error is null or empty before sending it
Fix attempt for the occasional empty error toast sent by the server
Prevent processing any snapshot information from an old owner. Ensure interpolation clear flag is sent when dropping ownership and interpolation is cleared when ownership is changed at all. This resolves a lot of issues in Walker when picking up / dropping / throwing objects.
Add `download_demo` command to download list of demo chunks and extract player demos from them
- expects a JSON object containing list of files & users to extract from the downloaded chunks
Added siege tower
Baseline, prefabs
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
Merge from main -> full_server_demo_client_reader
Fixed Tree Spawns
Fix Grass Spawns
gun barrel pos
shotgun
selection box
more selection
Projectile speed and gravity affected by catapult charge when fired
Added 3 placeholder boulder explosion VFXs
Fixed Panel.Exec not working on SetHTML'd HTML panels
Gunsmith: Allow part selection instead of random from list, wip ui
https://files.facepunch.com/tony/1b0211b1/sbox-dev_nh4ovVRO4A.mp4
Fix NRE's when renaming component - some work needs to be done here though to handle renames gracefully
Fixed using wrong translation string in previous commits
Resetting bodygroup only applies to effected bodygroups
Fixed wrong translation string used in recent changes (oopsie)
Localization for NPC and Vehicle tabs
Closes garrysmod/pull/2122
Co-Authored-By: Tora <49911006+NovaDiablox@users.noreply.github.com>
Added Resistance Turret to spawnmenu
Tooltips for Vehicles tab in spawnmenu
Lack of these was hiding why the "Car Seat 1 2 3" existed from the players.
Add another optic, underbarrel configuration for M4
Fixed a crash to do with teleporting constrained entities
Removed unused variables in Problems panels
Pull Requests
* Use localization strings for GMod-specific keyboard settings
* TTT: Updated Turkish localization
* Use 4 number overload of surface.SetDrawColor in base game for performance
Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs
Resistance turrets only set the 2 valid skins (was trying to use 4)
Localize NPC and Vehicle spawnmenu tab entries
Added Resistance Turrets to spawnmenu if Episode 2 is mounted
Adjust "Prison Guard" localization strings
Also remove unintentional changes
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Don't look towards forward when standing still. Set ViewAngles to forward angles while moving so you don't look elsewhere when you stop
Added Reset Camera button to make the camera face the forward direction of the player instantly
Fix re-serializing a deserialized node with exposed properties
Better physics setup (placeholder wheel movements)
Added push intertaction
Combined the best of the two cameras.
Camera follows the forward vector when not moving the mouse
Remove old spline leave code
Fix plug dimensions
Hacky fix for weird scale of bitwise or node icon
Link pulse colors for Boolean / null / Color types
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_pT2RtiTvKq.mp4
https://files.facepunch.com/ziks/2024-10-02/sbox-dev_S1OdYgxDUi.mp4
Support bodygroup attachments, add EligibleEquipment, IsUniversal
Use localized entity names for bouncy ball, sandbox editor entities
Removed unused variables in Problems panels
Removed duplicates in localization files
Fixed missing wooden ladder footsteps
Jalopy wheel size change for new model
So the visuals match with the physics better
Created player_gizmo vmdl
DeathUI is now FadeUI and can be called externally
Created SceneEntrance and SceneTrigger Components.
Added scene triggers to intro area / platforming stages
Fix CoinUI NRE
Perform strafe target check before bothering to enter orbit state
Remove arguments overloading in surface.SetDrawColor (#2125)
* Remove arguments overload
* Code styling
Unlock stat based map achievements
Asset type picker entries are now handled by AssetBrowser/CloudBrowser
Open up asset locations
https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_mXx146R80H.png
Add all types to cloud browser
Can only select one cloud asset type at once (or it'll mess with facets etc.)
https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_1BIcVF3lFI.mp4
Order modes
Add cloud browser to hammer
Asset browser defaults to project assets path
Update view mode icon when scrolling
Disable Parent Directory button if we're in project assets root
PathWidget fixes, separate segment update
Remove AssetBrowserLocation.FromPath, unused
Run OnPathEdited at the end of AssetBrowser ctor so we can disable Parent Directory button if needed
Prevent Bradley from instantly rejoining spline
tweaks to the viemodel reload anim based on feedback
Right click to clear, edit jiggle bones to have configurable angular limits
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
Update: Engine blend loop drops it's sound resources on disable
Tests: none, trivial change (same type of change as previous)