240,428 Commits over 3,867 Days - 2.59cph!
Military bases scenes setup and terrain sculpting, splats and toplogies painting
Dirt mounds dressing detail pass
Improved material visuals
Remove bullshit from NetRead
Simplifying network data, can have lists in Network classes, and Network classes in Network classes
Updated citizen MoBu characterization
Added Tags field to all entities in Hammer
Restore other Hierarchy properties in FGD autogen and do not duplicate then for every entity, use baseclasses instead
Support for basic arrays in asset autofgd
Move interfaces to their own files
Added Activation Tags feature to all triggers
Make sure Name, Hierarchy and Tags properties are always on top
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Better pause screen header layout on Switch
Added tabs for campaign categories to main menu on Switch
Fixed possible NRE in Standalone builds
Some main menu fixes on Switch
Added Cooldown Label and Build Time Label and support in the tooltips to display that information
Typo: Transform -> Transport
Added Item Label system + UI. Added labels to existing units: Support, Attacks Aircraft, Gatherer, Builder
Make tag list editor in Hammer take less space per tag
Added a win condition check (no workers / command centres) and game summary screen showing winning team group list
Move StreamChatMessage to Sandbox.Engine, fixes issue with events
Group similar resources that are clustered together into a single minimap icon
Renamed Name properties to something else on entities. Explicit interface implementation for Tags on ISelectable types.
Sandbox.Streamer front to Sandbox.Engine.Streamer to ensure API can only run on menu or client
parking bollard - updated normal map
Added Components.Get, TryGet
Add Components.GetAll<T>
Add Components.GetOrCreate<T>()
Make Event system more resilient to registering/unregistering events during an event
Added Component.Enabled
Components.Get<T> - T doesn't have to be a component (makes interfaces work)
Move coordinate system rotation from CSS to C# and add resource icon entity support
Updated stone_01a material
Parking bollard - lodded
Merge branch 'master' of sbox-game
Ticket machine - updated thumbnails to reflect new textures
ModelDoc: Warn if model has too many bodygroups
Cleaned Entity constructor, readonly accessors
Call frame event after RenderGameSystem so we can override SceneObject params on ModelEntity etc
Added small (50) MinDistanceDifferentType to roadside monuments - fixes roadside monuments spawning too close to others monuments causing terrain issues
Updated Eclipse map + tilemaps
Started work on art pass.
Eclipse temp minimap image
Stone Hotspot material
Vtex clean up
New Grass blend
Updated Stone Material
Tweaked Particles + compiled files
AssertMenu in SetStreamService
Don't run events in server context
Remove debug logs
Masking + dispersion fixes
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Fix internal IsVrUser not working
Change EntityName to Name
Entity.EntityName becomes Entity.Name, is networked properly, has default value
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Fix rocket icon resizing when it refreshes
Added translated names for power substations so they show up in the error message when attempting to build nearby
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