251,115 Commits over 3,959 Days - 2.64cph!
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable
https://i.imgur.com/AVIUGLb.jpeg
Refactor glass, fix refraction
Rewrite sbox_glass with material api, get base shaders to use shared standard ps code, cleanup, fixes parsing bug to missing newline on features.hlsl, fix define on base shader code
Refactor glass, fix refraction
Testing viability for a mounted viewmodel with hand IK
Added ViewmodelMountedAnchor component that locks the vm forwards while mounted, this is demonstrated on the MobilePhone viewmodel
Added ViewmodelIK component that manages IK targets for vm's
Added support for MouseSteerableSeats to deploy and holster vm's, this is demonstrated on the SnowmobileDriverSeat prefab
Merge Main -> General QOL
Add a back strip of mesh to spray
New RigidbodyInfo prefab attribute allows clients to access rigidbody data. Now using it on snowmobiles and modular cars. Manifiest update.
Use library identifier instead of name. Fixed default stack size. Fixed stack size overflow.
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Fixed item stacking when using custom data. Refer to item types by library name or generics. Add test stack code.
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Make sure InventorySystem.ClientDisconnected is called to properly clean up InventoryContainer connections
Added NetInventory a convenience BaseNetworkable with custom INetworkSerializer that will perform an initial synchronization of an InventoryContainer
InventoryContainer.Serialize / Deserialize
Added ChunkDataMap (currently only storing block health). Moved some stuff out of Game and into Map. Modifying ChunkDataMap values will network them accordingly. Block health is reset to 100 whenever a new block is created.
Remaining SE big features
Fade out ragdolls before destroying
5 randomly selected maps for end-game vote
CustomizationConfig and customization.json
Start converting to new customization shit
update shit
Hotload when customization cfg changes
Update facepunch.unicycle_frenzy.fgd
Port & bug fix to new customization system
Hotload customization this way for now
Added all parts to new customization system
Add to precache via new parts
Remove old customization stuff
Update customization.json
Asset compile
Update .addon
Merge pull request #34 from Facepunch/customization
Customization
Asset compile
Update .addon
Let snowmobile driver look down a little further
Asset Selector marks the form dirty when the text field changes, not just the asset instance
Fixed Lua errors when trying to activate non Toggle Camera or Dynamite from a tool Button that was loaded from a save in multiplayer
Improved save loading so it sets player ownership of spawned entities to a player in more cases
Added PNG Asset Type https://files.facepunch.com/louie/1b0711b1/sbox-dev_qWPeRzK1i5.png
Should solve sbox-issues/issues/1580
merge from reflex 1.6 update
merge from footstep_bug_fix
CreateCategory and CreatePart dialogs inherit Dialog
Asset Selector now outputs real file extensions, not the asset type file extensions
Added test_item and MainInventory population
Stashing work on Inventory API
Security light - pivot point adjustment
Merge branch 'master' of sbox
directional driver reaction anims, updated animator with reaction layer
Updated test map
updated brick texture
added window texture
added concrete texture
updated vmats
added brick slab texture
Misc changes
Start fleshing out an Inventory API
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Create Tools.Dialog for dialog type windows
Add Layout.AddSeparator()
AddonCreator uses Dialog
Tweak styles for dialog
AddonDownload basics
Can create pixmap from http
Fixed assetlist source arg
Automatically resize + cache pixmaps when drawing to a different size
Update AddonCreator, AddonDownload
Redraw active window when pixmap downloaded
Fix interopgen inline scopes
Show from backend oiption in addon manager
Improved shadows and lighting on testmap
Updated temp textures
Support for higher quality materials
Add emission map, fix roughness
Merge branch 'main' into tasks
cctv - reduced aging, fixed position of prefab
Merge branch 'master' of sbox
Possible fix for footstep bug