252,129 Commits over 3,959 Days - 2.65cph!
*_c files
First draft of Citizen animgraph for this gamemode
Merge branch 'main' of sbox-unicycle-frenzy
Citizen: first Unicycle Frenzy sequences + more animgraph comments
Hand Grenade and Tripmine
Fix exception when generating thumb
Added failing test involving JsonSerializerOptions
Moved special handling hotload upgraders
Special json hotload handling, fixes #213
Fixed bug hotloading lambdas in generic methods
Add getters for post processing, removed unused dof texture render target, removed parent requirements
Use post processing
Crowbar, Python
Lock crosshair to center of screen
Health/Armour cleanup
Bounce hud when walking
Make post process VignetteSettings so you can read and they have defaults
@ogniK5377 can you do this for all the others?
BaseWeapon: don't return trace if no hit
made adjustments to levels 3 and 5 and updated collision mesh
Added landing pad on level 3 and better visualisation for the duck that's necessary to compensate for the collision on the pylon so it's no longer an invisible wall
Color corrected excavator and diesel engine LOD textures
Auto-unsubscribe from deprecated official workshop items !release
Added updated block materials
Cache tools server-side to keep state between switches
Have SimpleRadialMenu be generic enough to be inherited
Add ToolSelectorMenu and EntityToolMenu seperate radial menus
Add ChangeModeCmd / SetMode and change callback for Mode to EntitiesTool
Forgot this
Add ChangeLibraryAttributeCmd and support for changing the currently selected entity
Add stub EditorEntityList and EditorEntityItem
Limit action time for Entities Tool
Add PlaceEntityAction to make placing entities undoable/redoable
Only open the entity tool menu if Reload is held but Duck isn't (prevent it popping up briefly when redoing)
Improve Editor Entity List view
Add icons for each entity tool mode
Adjusted lights to fix lighting issue
Added ambient sound
Refactoring
Update .addon
Almost fully finalized mid area
Fix UI scaling causing unevenness
Add Render.Draw2D.BlendMode
Run deferred UI deletes before layout, so they don't appear there
Don't force perspective last, transforms are left to right. Negate translate for perspective
Improved Vis, Adjusted lighting, Clipped stairs
Added weapon prefab (Empty for now)
New ripple simulation with collisions
Add drag to fluid simulation and collisions
Cleanup ripplecompute and how ripples are added
Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves
Cleanup hull base shader
Cleanup ripple collision and propagation
Adjust ripple strength
New underwater surface method
Port eyeball shader to use our shared code, fixes clip planes on water
Add fog support to water surface, cleanup
Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo
Put water combos right into place, upload water shader objects (including ripple)
Propagate ripple by framerate, fixes it slowing down on low framerates
Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader
Warning Fix
Warn if ui template not found
Update transforms test
Allow maps to specify which games they support
Get rid of bindings & rt pipeline init
Merge from powerline_zipline
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
Automatic coupling when train cars collide
Dialog ui html & style
Dialog menu closed by default, tab to toggle for now
Tweaking settings updates the water live.
TrainCar.Collision class formatting to match the others
Coupled/uncouple visual difference on the client. Sync the flags.
Functional uncoupling interaction
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms
Change "Mount" interaction name to "Use Zipline"
Added a train coupling piece prefab and put it on my test trains.
Do templates and stylesheets the normal way
▍▍▌▌█▄ ▅▋▇▍ ▅▉▌▄ ▋▅▄▆▍▋_▍▍▊▇▅▄▄ (▍▍▅▅█▉▌ ▄▊▊▉▋▊▍▉)
Remove unused
Enter world automatically with newly created character
Save last played time to character, initialize newly created characters
Update .addon
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount
Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
▌▋▄▄▊▉ ▇▋▌█ ▅█▅▄ ▍▊▇▋▌ ▆█▍▍▄ ▋█ ▉█▌▍▊'▇ ▍▋ ▊█▇▌▄█▌█ ▅▆▇▋▉▊█▍ ▇▅▄▍▌▍▌
Basic train coupling class