252,165 Commits over 3,990 Days - 2.63cph!
Added temp viewmodel for Tripmine + world hold position. https://files.facepunch.com/louie/1b3011b1/sbox-dev_yFnbC6H6mY.png
Map Problems tab also checks path and path node entities
Removed duplicate break command tool code
Always include the UVRender shader
Backup 2022/03/30 19:05:34
Use local replays to fix leaderboards !release !skip-replay-tests
Fixed percentiles not showing
Fixed campaign medals showing incorrectly
Fixed whole level select refreshing when stage unlocks
Fixed alpha of extended characters in usernames !skip-replay-tests
Use locally cached replays to fix missing leaderboard entries !release
Backup 2022/03/30 18:13:46
Added old WIP replay downloading and replay fetching scripts
Backup 2022/03/30 16:39:19
Backup 2022/03/30 17:31:43
Keep best score seen for each player
Initial leaderboards
Added manifest
Backup 2022/03/30 16:37:04
Leaderboard backup script
Add MetaData for classes, turn it into native KV3
Add PropertyTypeOverride for MapVariable for some shit we really just can't derive from a C# Type
[Hammer.CanBeClientsideOnly] adds its variable
Added SimpleForms.scss for global import
Add popup-container to EditorHud for use with form popups
Add attributes for entity data editor and add team property to PlayerSpawnpoint
EditorEntityPropertyAttribute
Simple entity data menu
Swapped guns the ammo packs
Fixed specular version of the decal mesh shader
Add icon for state machine, show node icons in context menu
Ammo entities (non functioning)
Added battery and armour station (included some extra ones for testing)
Added battery and armour charge stations
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Update .addon
Added pickups + uploaded to s&works (no nuke yet)
Reduce grenade timer
dm_healthcharger can be used for armour chargers too
Convert CAddAnimNode to use output ids
Tracer, Grenade particles
Make EditorAction static vars private
Add EditorEntityData dialog stub
Update sbox-voxels
KillTrigger -> TriggerHurt and add DamagePerSecond property and serialize/deserialize it properly
Open EditorEntityData when in DataEdit mode of the Entity Tool
Add WorldSpaceBounds to ISourceEntity interface
Lighting + cubemap light probes
Cleanup
Fix output nodes sometimes not secondary highlighting
Further normal / tangent fixes on road, rail and river meshes
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Sort out the C++ side of fgdlib so we know wtf is going on, organize our C# interop nicer because of it.
* Split fgd file parsing away so we have more ownership of GameData and it's way less confusing.
* Classes, variables, globals are named properly e.g pGD -> g_pGameData (it got very confusing when pGD is a parameter name everywhere too)
* Document what GameData is & how we use it in s&box.
* Sort out code stink, unnecessary long compile times and remove some headers that haven't been used in the past couple of decades.
Add "point" and "solid" tags to applicable managed gamedata classes, Hammer likes to use these over the type for some things
Don't mix AssemblyLoadContexts, I've one this part all pretty wank need to revisit this bit later.
Implement Inputs and Outputs, the parameter types make more sense now and entity parameters should work now too.
Remove map entity related stuff we've already ported to our tools from FGDWriter
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Don't award kills for killing yourself
Right click particle create option
Merge branch 'master' of sbox
Merge from new_achievements (arctic base monument change)
Add fishing village zipline prefabs