239,405 Commits over 3,837 Days - 2.60cph!
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
more rust asset cleanup
Merge branch 'master' of sbox
Fixed junkpile_a sedan baked LOD color being incorrect
Fixed desire trails coming too close to swamp_c revealing the water plane
some misc fixes at trainyard
improved caves terrain anchors, improved the cover over cave terrain holes
removed unfinished lighting work from cave_sewers_hard
disabled batching on junkyard mounds as it seems to break vertex alpha, impact should be low
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Disable other rendering pipelines other than our main one
ClientInput.CursorAim sensible default
Don't send .vpk files in NetworkAssets
Fixed properties not using attribute name
Making entity property names case insensitive
Added Entity.InternalEntityConnection, fill from map key values
Added Button.Voice
Added [HammerInput]
Fixed "no IPV6 support" when connecting using localhost
Added Mouse global static class, fixed cursor disappearing when toggling between main menu
Merge branch 'master' of sbox
Improved roadside wrecks LODs accuracy some more
Arid cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
Make eyebrows use complex again so it's shading looks like before now that stuff is fixed
made van_e LOD4 and LOD5 display where the holes in the vehicle are to prevent camping inside
further improved new sewer blocks to cope with terrain by filling in the space
Add a chance for the random move option to sometimes fold if the hand isn't good
Fixed AI's raising too much
Fixed some cases where looping gestures would end prematurely
Revert belt change (was no longer needed)
rust asset cleaning (still more to sort)
Update creeping_tree_e.vmdl
Merge branch 'master' of sbox
Fixed some test window issues
Various rules updates and fixes
changed nightmare octopus bubbleGrid
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
more nightmare bubbleGrid changes
bubbleGrid more different than expanding
tweaks
Merge CardGames/HandleAllIn -> CardGames
- Handle all the complexities of draw results for two or more players, and/or players being all-in for different amounts, and how that affects their winnings
- Refactoring and cleaning up card games code all over the place. Protocol++
Still needs more testing.
Flesh out support for multiple player pot splitting
Fix incorrect payout calculation
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ElementScaler animation
New campaign menu animation
Added dummy leaderboards for switch testing on PC
Stop weird stage card scaling on switch
Main menu layout changes
Winner sorting changes like in
59689
Added the "Problems" tab to the Problems menu, it displays common configuration and other problems with a button to fix it where applicable.
Simplify the winner sorting
Initial test map.
Map includes;
Buttons
Elevator
Rotating Floors
Ladders
Damage Triggers
Moving Platforms
Merge branch 'master' of sbox
"Something is creating script errors" now directs users to the Problems panel, not the console
Localization support for Problems panel
If there are any actual problems in the Problems menu, the main menu button will display a number of problems, with different colors based on severity
Fix header content placement
This fixes the wrong header content placement introducted by #1 , jittering on scroll is still fixed
Before: https://m0uka.dev/u/RYBaTE.png
After: https://m0uka.dev/u/bxZ8Ev.png
Merge pull request #2 from m0uka/patch-1
Fix header content placement
Started work on rescaling the campaign menu for switch
Only show the selected campaign on switch
Fix scenesystem skipping objects that are partially translucent
Fixed a bug with VPK file searching that would result in garbage data in file.Find
Fixed pointer-events not creating panel request for mouse input if it didn't have children
Add Panel.MouseScreenPos
Add Panel.MouseDelta
Input handles multiple mouse buttons
ButtonEvent can take a ButtonCode
Added ClientInput.SetButton
InputRouter.CursorDelta
Added Vector2.ScreenSize
Added cursor aim to usercmd
Merge branch 'master' of sbox
Fix run direction animgraph values
Override player animator with my own
Campaign menu: populate in a coroutine to avoid hang
Fadeable can now have a delay
StageLoading fade tweaks
Fixed how campaign items are selected while loading in