240,305 Commits over 3,867 Days - 2.59cph!
Added Clothing.CanBeWornWith, uses slots
Clothing BodyGroup hiding
Hesco barrier final art - Models and prefabs
Added a generic fabric generic detail map
Less strict locker placement
cherrypicking RGB
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If attempting to build something too close to a monument, print the translated name of the monument in the error eg."Cannot build this close to Bandit Town"
Set up UI daskboard map screen. Disabled the "black" material for now in order to hide the greybox screen glass and show my UI instead.
Set up mount and dismount points
Set up MLRS firing points
Added an extra check to stop dances endlessly looping incorrectly
Allow MLRS to use either the low or high solution for firing angle
MLRS pivot angle fixes for the new model
WIP setting up MLRS model. Swapped my temp model over for the real thing and set up weapon platform rotation.
Fixed a case where the first connected speaker in a chain wouldn't play correctly if it was connected to a boom box
Catch some connected speaker errors
Remove the trigger exit code in BaseMountable. Handle it on tick in TriggerParent. The check is essentially free and this keeps everything together.
Added option to have TriggerParent accept mounted players. Turned it on for WorkCart and Cargo Ship.
Being mounting inside the trigger lets a player dismount in local trigger-space, which means client and server will sync up. Otherwise the client/server delay can have them dismounting into invalid space.
I had previously added "unparentOnMount" to BaseMountable as an option for the Cargo Ship microphone to fix the same bug. Refactored it to the new system; it can just check whether the trigger has parentMountedPlayers set to true now.
Fixed not being able to click on code lock UI buttons
Reassign the sign content in the database instead of reading it out and then writing it back in
Updated Mining Lazer to show through rocks
Backblast & related files
Merge VehicleParenting -> general_qol
Removed align with ground from movement path
Some fixes to the path particles and ensure they are instantiated correctly
set code to use correct control point for path
Asset fgd's can be automatically generated
Add BitFlags Attribute Editor
Keep bitflag menu open after changing a value
Merge branch 'master' of sbox
Autogenerate clothing.asset
Merge branch 'master' of sbox-game
Clothing bitflags
Update existing clothing with slots
Implemented Advanced (Level 2) upgrades for Vehicle Factory, Terry Factory, Drone Hub + Airfield. Removed redundant technologies. Moved unit specific technologies to the buildings that train them. Added tag interfaces for item definitions to avoid networking unnecessary stuff. Fixed building not remembering selection after an upgrade. Forced ordering in a command queue to be: Units, Buildings, Tech, Upgrades, Abilities.
Fixed occasional exception when creating a lobby for a game server
Now displays a warning
Run DefaultValue generator before Replicate generator
Fixes [Net] properties losing their default value in the fgd
Added support for the path particles (but they don't display?!) and fixed a bug where OnSelected/OnDeselected didn't get called. Updated path particles to give infinite bounds (though that doesn't fix not displaying.)
Merge branch 'master' of sbox-rts
Set ACT_IDLE on all bird animations
Fixed standalone build error
While in the background, only call network polling methods
ticket dispenser - blockout
Add a separate trigger for vehicles that starts at the ship deck level - stops rowboats being able to stick to the side of the ship via the main trigger.
Don't let players outside of the module open the locker
Fixed locker and bbq references not properly loading
Increased weight (340->400)
Renamed and moved camper sleeping bag entity
Update camper barbecue with the igniter models