250,263 Commits over 3,959 Days - 2.63cph!
Directory cleanup + more backups
MLRS sounds (few bits still WIP)
Update animation save path
Give bot a minor delay before making its move
Piece move & eliminate sound effects
Don't consider non jumps legal moves if there's a jump
Legal moves show green when its a jump
Remove unused code
Chatbox message when piece gets eliminated
Hide dev hud
Minor ui adjustments
Merge from media_projects
Merge from Desert_Military_bases
Added demo.saveshotasanim to save a demo shot into a unity animation (for use in a timeline)
Has to be run while in the demo that the shot belongs to
Exports position/rotation/fov of camera (not dof as it can't be animated via animation curve at the moment)
Fix local client's steamid being incorrect serverside in singleplayer games
MLRS lighting setup prefab pending final cabin model pass.
Using Nintendo's button icons for switch
Nicer bindings menu "NONE" text
Fixed bindings menu revert not clearing icons
Fixed bindings menu layout
Fixed speech bubble text overflow
Clips created via camera recording convars will no longer be marked as legacy animations
Make CheckersHud a HudEntity
Revert "Test"
This reverts commit fc0d7bbbe00701a11807fd58c8c4d041a532708f.
Game services + end game state
End of game hud
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
MLRS texture progress / Fixed minor issues with the FBX and bakes
Obsolete Model.GetJson, GetData(str), HasData(str)
Update ModelExtension.cs
Balanced some holes to be more fair
Intruder alarm 1 - added intruder alarm and LODS
Merge branch 'master' of sbox
intruder alarm 1 - added thumbnail and tweaked size
Avoid allocation in ButtonPromptManager.CheckForBindingUpdate()
Speech bubble movement smoothness fix
Really, really force speech bubbles not to overlap
Fixed button prompt icons in speech bubbles not always animating
Cleanup
Fix Model.GetData<>() not working with structs
ModelBreakPiece works with Model.GetData<>()
FGDWriter can output classes as "choices" selector in tools
This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow.
Move 'particle' (particles_list) modelgamedata to c#
Hammer: Initial bevel tool https://files.facepunch.com/layla/1b2811b1/DYeOzII5Or_Trim.mp4
More strict usage for AutoGenerate, FGDType and BitFlags attributes
Classes can dictate their own FGD type via FGDTypeAttribute
(So you don't have to put the attribute on every property every time)
Rename ParticleAttachment fields to be consistent
Security shutter - painted tintable variants and none tiling version of materials for some models
Merge branch 'master' of sbox
Only show city if it's different to state
Remove api debug
Don't RegionInfo Country
Fixed bonkers AO map on wooden doors gibs
merge from halloween2021_merge
Fixed foundation.steps.stone wrong gibs assigned
Blocked double jump through gas station extension ceiling
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Lets just use a long for UserId here, since it is one everywhere anyway
Cache favourite packages, played packages
Add int.FormatWithSuffix()
Added Local.PlayerId (obsoleted Local.SteamId)
Use new Api URLs
Add Client.FetchGameRankAsync()
Show wins/losses/draws for facepunch.pool
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Fixed Player IO ent button LODs kicking in way too soon - switched to rendererLOD for more control