252,104 Commits over 3,959 Days - 2.65cph!
Updated PostProcessBuild
Updated steam upload scripts !release
Add zipline prefabs to excavator and airfield
Merge from powerline_zipline (stomping changes to excavator and airfield scenes from powerlines, will reapply with new prefabs)
A different fix for the double-up mount interaction options when interacting with modular car modules. Removed the Menu_Mount override in BaseVehicleModule, and told RPC_WantsMount to look up the chain if the interactee isn't directly mountable itself. Changed Menu_Mount to not be virtual, as it looks like any override will cause an interaction double-up.
Updated libsteam_api.so !release
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
Slightly tweaked biome postprocess profiles / unified black levels across all biomes to prevent them from being crushed in dark areas / slightly lowered gamma to compensate
▍▉▍ ▊▌▇▌▉▆▋▌▇, ▄▆▋ ▍▆██▍▍▌▇▍, ▇▅▊▅▅▋, ▍▋▇▉▊▋▄▆▇▉▌, ▉▍▉▍▍▆▆▄▊ ▇█▉▇/▊▄▅/▍▇▊▋▊█, ▉▌▅▍█▊ ▍▌▄▅▌▄
thumb_up
23
thumb_down
16
Fixed issues with river and lake materials
Moved lighthouse props and lighting into prefabs for future merge
Fixed some lighthouse materials
Fix lobby map being overwritten when map selection is hidden
Moved excavator props and environment volumes into self contained prefabs for future merges
Disabled game over fade out delay !release
Removing osx steamworks libs (doesn't look like they're being used at all, and we don't even build the osx server either)
Updating Steam libraries to latest
Load entities straight from Sandbox.Game.dll too
Hammer: don't load any .fgds from addons, we only load core/fgd/s&box.fgd now for remaining C++ entities
Don't output entities with FGDWriter
Load entities from all active LocalAddon when Hammer is started, split the API for local/remote package to make it saner
Added environment volumes to the excavator and darkened existing ones
Added always on ambient lights to the excavator core
Tweaked excavator shadowproxies to allow sunlight into the core
Added more prop dressing and junk to the core interior
Added a green material variant for the fuel tank to match the diesel engine
Clean up GDVar code a bit to keep our changes manageable, we don't need S1 fgd parser or game units/items
Turns out we were using the legacy stuff, switch it all over to KV3
Populate entity gamedata properties
Make structured MapClass w/ mirroring to native GameData so we have access to map entity classes in managed easily
Port Hammer Entity tool to C#, can pick s&works games from within the tool and use the game entities straight away
office chair - feedback
office chair - further feedback changes
Merge branch 'master' of sbox
Try to leave lobby after joining the game
Make Global.Lobby obsolete (we'll find a better way)
Make chat not use lobby chat
Set ECS bullet color on spawn
Avoid potential soft lock when showing game over
Added !force-bullet-gen flag !release
Added server side command verification. Refactored so both client + server can use the same verification.
Seperate server tags properly
Steamworks documentation lied, gametags can't be semicolon separated list
Server list disposable, filters work, strings utf8
Show servers in lobby list
Merge branch 'master' of sbox
Citizen: added standing aim matrix to melee punch
Only delete the weapon if it was actually removed from the hotbar container
Fixed inventory move events not working (use Base64)
Fixed inventory take event causing items to become orphaned
Add Backpack inventory container to Player
Make sure an IDraggable can be dropped onto an IDroppable before doing it
Add Backpack UI elements
Implement IDraggable and IDroppable on InventorySlot
Add Backpack to HUD
▌▌▌▋█ ▆▉▄_█▆▌▇_▅▇▊▉▉▅▌▍▍ ▅▉▍▄ ▇▌▍▋▅█▊▅▍ ▊▋▄ ▉▇▉▅▅▋▍▌ ▋█▌▋
Pet commands can now be shown as disabled
BasePhysics entities (prop_physics) should derive from the FGD baseclass BasePhysicsSimulated - that way the map compiler will simulate and settle them.
Player can right click on the minimap to move their selected units to that location (can also still hold Shift/Run to queue)
▆▇▇ ▋▆▍▆▉▋█ ▅█▋▋▅██▄▋▄▆▍▊▅.
▉▅▉ ▌▇▅ ▊▇▄▌▌ ▉▌▅▉ ▊▇▋▍▇▆▇ ▋▌▆ ▍▅▋▆▊▄.
When using a passive ability, all selected units of the same type will also use that ability
Move Undo/Redo Stack to Editor Player so each player has their own
Merge from spraycan_merge2
Add spraycan.UseAccurateMeshSnapping for debugging rendering issues
Citizen: melee attack left animation
Merge from powerline_zipline
Merge from powerline_zipline
Main menu css tweaks
Put main menu map in this repo for now
main menu improvements
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
Merge from powerline_zipline
Add icon support to nodes
Fixed zipline moving too slowly in builds
▍▆▉ ▋▌▊▄▉▄ ▆▌ ▉▅█ ▇▋▉ █▇▊█▉▆▆▅ ▅▉ ▅▉▌█▊█▉ ▍▍▆▉ ▅▋▉▌▍▋ ▌▄▍▉ ▍▄██'▄ ▌▆█▍▆▉