239,524 Commits over 3,837 Days - 2.60cph!
More debugging to track down an aiming issue
Fixed case where attempting after a replay would insta-complete a stage
repainted forest toplogy on swamps - slight rework on monument topology on swamp_c (the one with trail connections)
Moved form styles to base
Create Game screen
Add DictionaryDataBind
Move Form to subfolder
Clean up how DataBinds are updated
Allow access to System.Private.CoreLib/System.RuntimeTypeHandle
CreateGame form basics
Update TextEntry so caret blinking is relative to focus time
Form.AddCustom<T>( databind )
Handle errors in panel tick so it can't pull down the whole UI system
Fix DataBind not caching properly
MapButton wip
Merge branch 'master' of sbox
Windows RustNative update (for some reason it didn't properly update with the merge from wipe_1?)
Added nullptr safeguard to CFontTextureRegen (out of memory)
Fixed transmission towers sometimes spawning too close to road
Fix TextureRTBuilder being created incorrectly
Bind GetSwapChainTexture
Bind GetSwapChainTexture all in C# instead so we don't have to recompile the entire engine, bind SwapChainHandle and SwapChainBuffer
Place telephone poles after roadside substations (fixes floating telephone poles)
Poker game inputs now reset the player idle timer on the server. Don't kick players just because they sat playing poker for thirty minutes!
MT - More progressive environment volumes when entering/leaving tunnel entrance
Attempt to fix collision leaving entering some caves
Fixed Powerplant puzzle wires floating
Fixed Sat dish offset on a dish3 LOD0
Added glass colliders to static workcart
Cliffs and micro cliffs now check for powerline topology on top of road topology
Roadside vehicles use aiobstacle to prevent animals running through them, also use terrain filters in an attempt to do collision detection when spawned
Oilrig interior mesh uses the correct collider, import settings were incorrect for it, lengthened underwater pipes
Attempt to prevent thrown items falling into shops at bandit camp
LS - reworked terrain to make it cooperate with the underground tunnels better
WTP - reworked terrain to help with fallen objects, fixed a gap with sewers tunnels that could lead to antihack kicking in
Fixed missing open and close sounds on static repair table too
Fixed missing open and close sounds on static research table
Unused
Merge branch 'master' of sbox
Hotload report errors as warnings, log exceptions
Fixed "Rechargable" typos
Fixed crash issue when trying to pickup prop_vehicle_jeep with invalid physics
Reduced large furnace bounds
Fixed Wind Turbine excessive bounds
Fixed Wind Turbine deployment underwater
Fixed Hoverball tool creating Lua errors when looking at an invalid entity with it.
Potential incorrect material gib fix
loot barrels gibs material override review
Reworked process for getting attack input (for selecting a gesture) while a ui that blocks attack input was active
Enabled gestures on card table seats
Fixed being able to open gestures while inventory or crafting menu was open
Lower sort order of card table UI to 30 (was 100)
Fix local player's cards being hidden
Add PhysicsBody.SpeculativeContactEnabled
Add box helper gizmos to light_ortho https://files.facepunch.com/layla/1b1211b1/light_ortho.mp4
Don't show cards at the end of a round except for the winner in a showdown
Enabled read/write on the gambling lamp since the LOD3 is used as a mesh collider. Fixes the "RuntimeNavMeshBuilder: Source mesh gambling_lamp_LOD3 is skipped..." errors on every server start.
Merge PlayerSeed fix to Main. Fixes PlayerSeed console command not handling Steam IDs correctly. Also now supports using a name instead of a seed.
Fixed case where DataPaths would be relative to the wrong file
Foliage displacement improvements
Always run test replays in alphabetical order
TTT: fix "select language" strings in translations (#1788)
* french.lua
* japanese.lua
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Fixed build not aborting if a test replay fails to load
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Removed dm map 1 + Added new map
Removed old the 1st dm map.
Added new map
Merge branch 'master' of sbox
Fixed possible NRE in InputInit() when watching co-op replay
Fixed exception when calling methods with a non-existent status effect
Fixed "dir" func for charged pattern using the wrong target player
Skip attempting ECS codegen on bullets with shouldOverrideStatusEffect
Fixed possible exception when saving test replays