250,267 Commits over 3,959 Days - 2.63cph!
fixed being able to load MLRS rockets into rocket launcher
Hole in one particle effect
Hole 13 added
Fix missing 'using' in FGDWriter
Remove no longer needed interop methods
FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes
ComponentModel.DisplayName replacing Property.Title
JsonPropertyName replacing Property.Name
If a class as no properties with [Property] attribute, all properties will be exported to .fgd
Delete ParticleAttachmentType
Switch ModelGameData back to JSON for deserialization
Update BasePathNode.cs
Add Global.IsToolsMode
Hide force start game button if not in tools mode
Templates create their children first, so that OnTemplateSlot will get called on their parents before the parents attributes, which seems like a better way around
Fixed panel overlays staying open after console closed
Fix exception on copy text
Fixed PanelEvent propogation not stopping when returning false in method with no arguments
Added base style for navigator to be functional
Navigator panel can take a navigator-canvas which indicates the slot to be in, removed need for 2 layers of panels, fixed NavigateReturnEvent logic backwards
Refactor menu so we can have navigator in game screen
Avatar page fix
Leave lobby button change
VirtualScrollPanel item size takes a Length width/height
Panel Template Slots can be deep
VirtualScrollPanel.ItemSize fixes
Game map selector tweaks
Fix warnings
Updated model for hole
Updated map to use new hole model + map tweaks
merge from Desert_Military_bases
setup AI respawn triggers on all dwelling prefabs
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Updated chippy.nmeta !switch !release
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Updated chippy.nmeta !switch !release
merge from desert_military_bases
Don't get an input layout for compute shaders
set more meshes needed for navmesh gen to read/write
Preliminary support for custom constbuffers
increased AI spawn chance
switched all dwelling prefabs to reference scientist npc
merged from Art_Bug_fixes
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merge from Desert_Military_bases
basic AI setup for military base a,b,c,d.
set mesh read/write on meshse needed for navmesh gen
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updated lamp_post components so they snap to hammer grid better, Added bollard_bar_balljoint
Rebuilt lamp_post components collision and recompiled, added bollard_bar_balljoint to bollard textures / materials, set up lods and collision etc and compiled
Merge branch 'master' of sbox
Fixed a small gap in armored door double's hatch
merge from disable_halloween2021
merge from desert_military_bases
Fixed armored door inconsistent hatch LODs behaviour
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fix hunter spotlight radius
Clean up panel deferred deletion: will delete same frame if no :outro transition
Don't tick panel children if parent isn't visible (reduces paranoid impulse to add IsVisible checks to Tick for perf)
Allow the use of textures in compute shaders
https://files.facepunch.com/ognik/1b2911b1/2021-10-17_32-59-e228ef3e-d07c-4346-9202-74b54fc59800-xJLVQ6PQ.mp4
Initial overdub UI and some backend work
Don't force fov
Add sounds for putting, sinking, impacts as well as some UI sounds, dynamically adjust volume / pitch on them
Use tags system to tag golf balls, trace only ignoring them so we can hit normal entities too
Place name tags on hit normal, lerp rotate them to velocity normal
Make scoreboard actually match # of holes on the map
Use a quadratic gradient to scale shot power, easier to do short accurate shots now