248,640 Commits over 3,928 Days - 2.64cph!
Fixed mouse wheel binds not working when playing back a shot (cursor still needs to be hidden)
Another fix for the splines on the new tunnel transitions, get things totally smooth + rebuild spline list again
updated WIP construct map, tweaked corrugated walls asset to match LOD geometry normals
Merge branch 'master' of sbox-game
Fixed sound light gibs appearing lit
Fix a bumpy bit of track in the splines for the new transition tunnels
train_tunnel_stop_transition_b_36m_mirr spline
Fixed incorrect protection properties on connected speaker, sound light and laser light
Fixed connected speaker always showing health bar
train_tunnel_stop_transition_b_36m splines
Manifest
Improved consistency when connecting and disconnecting connected speakers at the end of a chain
updating art source files
Disable pooling on Laser Light (might be related to missing laser beams)
Updated Map Countryside
Removed walls on edge of map.
Caught another bug that stopped the max amount of fireworks playing in some cases
Fixed Matt's huge wooden sign mistake (Huge wooden sign no longer breaks after upgrading and rotating wall)
Fixed fireworks sometimes being counted twice, meaning less than the intended maximum (25) could fire at once
Fixed CoreGraphic not using layer offset when first spawned
Fixed render error and MoveGroup memory leak
Merge branch 'master' of sbox-rts
Fixed possible NRE when attempting a level from a replay
Fixed cases where OnLifetimeFinished callback is called incorrectly
Added cantBeDelayed bool to FsmWaitAction
Make sure that laser prison spawn can't be delayed after its warning
Updated Map Countryside
removed some bad clipping
adjusted spacing of trees/buildings
replaced hammer mesh with models
Slightly milder color temp gradiation across biomes
move_x, move_y, wish_x, wish_y
Removed blockout concrete barrier
Updated all concrete barrier gibs
Concrete barrier final normal tweak
Merge branch 'master' of sbox-game
Removed dungeon block volume from hatch tube end
Changed underwater lab environment volume type from underground to building
Exclude non existent entities from the FGD
Default values for func_brush
Added a 3rd argument to drawangles() - 'act as rotation axis'
disableshadows => enable_shadows Hammer keyvalue
(Point being no extra hacks to make disableshadows happen)
Added Rotation.RotateAroundAxis
Fixed a crash in physics_prop_ragdoll.cpp
Procedural underwater lab placement tweaks
Fallback to SetDestinaion if CalculatePath fails
Lowered chromatic aberration effect
concrete barrier element name fixes
Merge branch 'master' of sbox-game
Concrete barrier lod switch adjustment
Merge branch 'master' of sbox-game
Revert "Added `Client` to IsSupported method for NetRead"
This reverts commit 9266a21d96250e917dcb4183baed266e25521721.
Added `Client` to IsSupported method for NetRead
updated duo sub prefab
separated and added steering wheel, water depth/fuel/temperature/mph needles independently
if animgraph owner entity is purely clientside then act like we're a server animgraph (actually work)
Added missing documentation and SetSeed method (#11)
* Added missing documentation and SetSeed method
* Have all methods be an extension of System.Random and the Rand static class refers to them
Don't add runtime creates models or meshes to dictionary.
Fixed [Spawnflags] inheritance. It will search base type recursively until it finds [Spawnflags], or you can override by having [Spawnflags] in your entity. Each [Spawnflags] enum field can now have a [Spawnflag(Name, Help)] attribute on it to override the name and help string.
Update game
Remove flawed StingExtension.GetSha256
Fix NetworkComponent properties don't work right with constructors
Removed duplication of OnNetPropertyChanged because Entity derives from NetworkComponent
Merge branch 'master' of github.com:Facepunch/sbox
Added Global.IsClosing ( true on game shutdown )
Fix unnamed render target textures not working
Run the Task queue when shutting down, to give them a chance to shut down, end them by force
Merge branch 'master' of sbox
font-style support
Implement letter-spacing
Support for text-transform
Clean away some junk
Physics system doesn't treat all translucent models as nocollide
Properly stomp predicted values if wrong
Only write launchSettings.json if it doesn't exist
Fix stylesheet hotload notice not showing errors when there are errors
Increase NetWrite buffer
Box shadow ignores own overflow: hidden
PanelEvent and Event properly find private members
Codegen trips up less on nested classes
Rpcs can read/write client's
Make more steamworks internal
Hammer: SupportsSolids tag makes a @PointClass also work as @SolidClass
Added string.ToTitleCase() and use it for FGD autogen
Hammer.DrawAngles can be used without any arguments
(Also make FGD autogen generate a bit nicer headers)
Hammer.MetaDataAttribute supports tags
Added Hammer.SupportsSolid
Mark DrawAngles as non-visual element
(So that @PointClass with a model() and drawangles() doesn't make the selection box disappear when no model is selected)
Fixed shatterglass crash (by disabling shatterglass)
Merge branch 'master' of sbox
Remove bullshit SceneCapture, replaced with Render.DrawScene and UI.Scene control
Update game
Don't clear the buffers when drawing scene
Disable visual effects on new RenderScene, fix it for VR rendering too
Clear only depth and stencil for scenes, fixes some initial render target errors
Merge branch 'master' of sbox
RenderScene stuff name consistency changes
internal Light.CreateThisNative, this shouldn't be public
Same for SkyboxObject and PhysicsBody
Merge branch 'master' into rpc-bytes
More partition wall variants + prefabs
Made the legs longer for the lab modules to reach seafloor more easily
updated modules to latest artwork pre-LODs
InteropGen compile error
Build Tools clean build errors
Public API consistency changes, some additional documentation, and ParticleAttachment can only be used internally, so make it internal
Same for SkyboxObject and PhysicsBody
added deferred normals material to discoball