240,104 Commits over 3,837 Days - 2.61cph!
Add PhysicsBody.AddMeshShape
Draw circle ECS bullet collision gizmos in editor
Fixed ECS bullets not using sizeMultiplier for collision shape
Improved chat box location
Refactored a little and added Toast system from Pool
Converting menu to use template
Support multiple [Library] attributes
Add Library.GetAttributes<T> ( to get all attributes of type )
Add LibraryAttribute.Create<T>()
PanelEvent changes
Navigator playing
UI Test nagivationable
Nav href, highlight
Template loading more error resistant
Settings page shell
PanelEvent system revamp
Fixed MouseBack, MouseForward UI events not doing shit
Navigator supports history back/forward
Add Panel.OnHotloaded
Call Panel.InitializeEvents on hotload, remove previously added events
Update current link when switching tabs
Stack based back/forward
Navigator Variables
GameScreen, GameCreate uses navigator
Don't die if deleting panels creates errors
Add local addons as packages
Background Stuff
Splitting GameLists
Add a bunch of UI sounds
Make playing sounds work in the menu
Set Prediction.FirstTime to true on themenu
Add Panel.PlaySound
Add custom css properties 'sound-in' and 'sound-out' (play a sound when rule matches or stops matching)
Navigator back/forward sounds
Button hover/press sounds
Group play buttons
Don't navigate to the current URL
Added [UseTemplate] attribute
Switch stuff to use [UseTemplate] instead of SetTemplate( .. )
Fix stylesheets with more than 10 @imports triggering infinite loop detection
Menu home screen work
Refactored GameInfo out, using package instead
Show previously created games on home screen
Stylesheets adhere to css specificity rules
PreviouslyCreatedGame on home
Fix hotloading using older panel in PanelEvents
QuickPlay works
Can click exception warning to hide it
Mouse back/forward buttons can't click things
Don't show error's stack trace on devnotice
Party placeholder
IconPanel has the iconpanel class always applied
Allow creating buttons with null text
Create Party.cs
Local.SteamId works in the menu
Callbacks for lobby invites
ClosePopups event
Added special css property pixel-snap - 1 snaps to pixels, 0 allows subpixel
Text doesn't have to be point filtered now
Fix text wrapping being a pixel off now we're snapping
Game Screen tweaks
Fix not being able to play some local gamemodes
Game slide under header
Menu Changes: sbox-issues/discussions/374
TTT: add a player mic volume slider to the scoreboard (#1804)
* Adds a player mic volume slider to the TTT scoreboard
* Add Brazilian Portuguese translation
Co-authored-by: Tiagoquix <30274161+Tiagoquix@users.noreply.github.com>
Fix not being able to play some local gamemodes
Game slide under header
Added placeholder feedback sounds
Pistol firing should set b_attack to true
Scale damage for headshot
Add ModelEntity.GetHitboxGroup
fix ninjaStar hitbox, etc !redux_all !ecs
Fixed DespawnTimeData not actually doing anything
Reset Occupant List for Unit entities
Added an occupancy system where some buildings can occupy units
Return to only attacking enemies again
Improved Turret behavior by using an animation graph
Set vertex/index buffer data directly after creating buffer if data exists
Started working on experimental support for buildings to have weapons and added a Turret stub
Revert "Update Vector usages"
This reverts commit cb15545810a9c9a37916e6d6cee2a52b0acb2b62.
Revert "Make Vector2, Vector3, and Vector4 readonly structs"
This reverts commit cf4a236a805c3590e8015b1f479d83457a0c03a8.
TTT: fix table.Shuffle
Did not shuffle the first couple elements of the list as much as it should (note that this is not used for traitor selection or anything critical).
Fixed standalone build error !ecs !redux_all
Temporarily workers will just spin around when constructing stuff for a laugh
Make Vector2, Vector3, and Vector4 readonly structs
This will probably break some things
Will be switching more soon
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Updated some colors for the tooltip to be more visibile
Added placeholder icons for all resources, technologies, buildings and units that exist currently and updated UI to be a little cleaner
Submodule init and update
Added support for pixel-snap to the ItemTooltip and EntityHudAnchor
Added a population system with UI display (added to tooltips too) and cleaned up some styles, added a stub for the Research Lab
8 different gradient patterns for discofloor
Add ModelBuilder.WithLodDistance
Added support for 8 different selectable gradients for the disco floor (names in settings UI are temporary and will need to be changed once gradients are designed)
ModelBuilder.AddMesh can optionally set a lod level
Texture optimizations
Bunch of tiny tweaks on floor, ball and laser
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Fixed case where legacy workshop levels wouldn't compile on first run
Fixed exception in loading screen when leaving workshop level