252,159 Commits over 3,959 Days - 2.65cph!
Fix exception when generating thumbnails
Added RealTime.GlobalNow - like Now but should be in sync globally (and is a double)
RealTimeSince uses GlobalNow - so should stay in sync between server and clients
Merge branch 'master' of sbox
Fixed edge case where large excavator would overlap rail system
road signs - updated retro map and normals and added extra sign designs
Merge branch 'master' of sbox
Refactor water, allow for moveable surfaces
Add ripples simulation forces for moveable water
https://cdn.discordapp.com/attachments/834319259458994216/958656107813941258/sbox_0054.mp4
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Fixed several edge cases in rail ring / road ring corner postprocessing (some regressions from
69726, some older issues)
Railroad track procgen uses alpha dithering on the sides to better fade into terrain
Updated World Setup prefab
Allow base scoreboards to decide whether they should be open or not
Merge from powerline_zipline
Merge from rail_network/branching (not enabled in world generation yet, needs more work)
Tweak placement logic for standardised platform placement sequence (there will always be two non platforms between platforms)
Merge from new_achievements
Fixed Rust's graphics Quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good").
Remove a log
Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
Fixed autoturret idle animation moving more slowly at higher server framerates
Move scope overlay layer from 44 to 2 to have it play nice with the helmet slit overlay
Changed GameUI.Hud.HelmetSlitOverlay sort order override from 11 to 3. Fixes status information (wet, cold, straving etc) being hidden by the helmet. Will need to keep an eye on whether anything else ends up showing over the top of it that shouldn't be.
Merge Main -> General QOL
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Fixed FuncPhysbox health being reset to 0
Merge from powerline_zipline
Don't move player eye position while using first person with arms on the zipline
Merge from powerline_zipline/ease_in
Merge from powerline_zipline
Increase range of potential ziplines
Slightly reduce height of collision sweep while ziplining
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Use a random image from the manifest as the loading screen background
This isn't going to work, but committing what I've got in case I need some of it back later. Initial work on the physics of coupled trains.
BaseEditor copy/paste options
Implement copy/paste for graph nodes
Copy/paste also copies node outputs
Road signs - road sign parts, skins, and prefab
Merge branch 'master' of sbox
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Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea
Fix reflection vector on simple reflections
Add system for EditorActions to keep track of objects and give them unique ids
Update Place/Remove entity actions to use object id system so that references to "entities" can be kept and updated between undos and redos
Have ISourceEntity extend IValid
Fixed alpha of extended characters in usernames !skip-replay-tests
Fixed action perform being called client-side when removing an entity
Improve display for entities tool to show whether or not an entity will be deleted, but also show its name
Added PlaceVolumeAction for undoable/redoable volume placement
Added RemoveEntityAction for undoable/redoable removal of entities
Add EditorEntityLibraryAttribute.VolumeMaterial and IsVolume
Update place_block.vmat to use TintColor instead of GhostColor
Update sbox-voxels submodule
Update LobbyState to only wait for VoxelWorld to initialize, not for spawnpoints and prevent task cancelled exception
Update MoveToSpawnpoint to handle PlayerSpawnpoint entities added to voxel worlds
Setup collisions with AABB for PlayerSpawnpoint but only when in editor mode
Added BaseTrigger and KillTrigger which implement ISourceEntity and IVolumeEntity for use with voxel worlds
Added VolumeEntity render entity type to display in editor mode
Can now place and remove volumes such as triggers for voxel worlds
Merge branch 'main' of sbox-corewars
Added ISourceEntity.Transform
Add source files for Gauss
https://i.imgur.com/zMD4T9I.jpg