249,508 Commits over 3,959 Days - 2.63cph!
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Fixed incorrect prefab ID on ScientistNPC_Cargo_Turret_Any
Added move_z, wish_z to citizen anim params
Fix caps sensitivity in RemoveClass, HasClass
Add support for kicking and banning players via UI
Add support for modifying convars via UI
Fixed VehicleLight setup on camper module
MLRS calculates projectile min and max range (based on angle limits and projectile velocity)
Removed radius marker image
UIRing. Draws a custom 2D UI element based on two defined radii.
UIInvertedMaskImage. A UI image variant that uses the inverse of a UI mask.
The sign painting editor will now remember the last camera rotation when opening another sign
Increased spot light in sign painting screen angle (50->100) so large paintable surfaces like banners and huge signs are fully lit when being painted
Added a time delay when entering the saved key code (0.25s per input, 1s total)
Refactored PhotoEntity and moved it's image loading processes into a new ImageStorageEntity
PhotoEntity and SignContent now derive from ImageStorageEntity (so both have the ability to load saved images for displaying in the UI)
Can now see the painting on a sign when it's selected in the inventory
Signs, picture frames and neon signs can be stacked up to 5
Can't stack if they have saved data
Show an icon on a sign in the inventory that has stored data
Fixed paddle glow outline being flipped
Worms and grubs now go to the bag rather than the hotbar by default
Fixed missing missing mesh assignments in WorldModelOutline scripts causing no outline glow on the following:
- m249
- camera
- boom box
- bow
- paddle
Stop OutlineManager complaining about _CameraViewProj on quit
Fixed fullscreen map close button not working
Refactored map code. New class for shared code between the dashboard world-space map and the full-screen UI map
Campermodule BBQ lighting/fx/perf pass.
Better vehicle headlight flares & sorting vs vehicle windshield
Interior/exterior camper module lighting pass (Slight code tweak needed)
Model archetypes in [Hammer.Model]
Merge branch 'master' of sbox-game
Hammer.Model archetypes
ModelDoc loads addon FGDs too
Moved model_archetypes from a helper into metadata
This prevents the game from complaining about missing helper factory without hacks, and it makes more sense to store this in in metadata anyway.
Citizen/animgraph: added springs onto the 2D locomotion blends + first pass at leaning during jumping and falling
Hammer: Fixed built-in paths showing as empty lines in Entity Report
Merge branch 'master' of sbox
Add IEntity.IsOwnedByLocalClient
Merge branch 'master' of sbox
Entity list filtering
Merge branch 'master' of sbox-game
Added sv_lan and sv_password to create game screen
Only show sv_passoword/lan if maxplayers is visible
sv_lan and sv_password in Create Game screen
Fixed gamemode errors causing errors when trying to disconnect
Hammer.EditorModel new options
CastShadows, FixedBounds, StaticColor
Obsolete PropertyAttribute.Group
Update base.fgd
Use [Category] not PropertyAttribute.Group
Don't show error applet when using unlinked account
cola can - moved hole on top to align with the edge of the uv seam
Merge branch 'master' of sbox-game
Add Panel.FindPopupPanel()
Merge branch 'master' of sbox
Update RenderScene.cs
Splitter drag sounds
Converted console into tabs
Merge branch 'master' of sbox-game
cola can - added the extra skins for the can
cola can - new cola can with its own texture for easy skinning
Merge branch 'master' of sbox-game
Move saving and restoring of frame time for bot commands to native
Merge branch 'bottimenative'
Move saving and restoring of frame time for bot commands to native
Do Panel.PreLayout in tasks
PropertyBind swallow errors, try to convert to appropriate type
Remove GetTextBlock from PanelRenderer
Browsable attributes for panel
Updated codebase to use RenderColor.WithAlpha instead of RenderAlpha as it's now obsolete. Removed occurances of RenderColorWithAlpha.
Fixed sorting order of prompt icons in speech bubbles
f1 grenade vm - fixed left arm being visible at increased fov scale