248,563 Commits over 3,928 Days - 2.64cph!
Rename NetworkVariable to NetworkAtomic
Added string replication
Refactor
Support networking List<string>
Damage floater colour alpha isn't ignored, scale can be overridden
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Physics damage is scaled with velocity, not static
(the scaling should probably be tweaked)
Fix for sbox-issues/issues/233, throw errors if doing this wrong
Trim now unused data changed callbacks
Use predicted versions of classes instead of recreating
NetworkList is obsolete
Refactoring, List<> uses BaseNetworkContainer
Update construct.vmap
Updated with basic art started
Rename "DamageNumber" to "DamageFloater"
Fixed damage floater kerning
Add context menu items to compile sounds with looping enabled/disabled until there's an editor for it
Fixed exception on non-ECS stages
New damage number sprites
Damage floater systems refactor, fixed ECB system usage
NetworkEmbedClass and INetworkTable
Lowered density of train signal lights
Added signal lights to tjunctions
Added basic ELO ranking display support (saving to JSON is disabled for now)
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Sound.SetRandomPitch is executed once at start of playback, Sound.SetPitch is always executed and multiplied with initial random pitch
fat gas cylinder fix
Fixed normal issues, fixed naming of meshes and phys shape. Fixed LODs not working.
Merge branch 'master' of sbox
Maps without a spawnpoint no longer throw an exception, but a warning
countryside bunker entrance final art - models and prefabs
Fixed a crash in particle editor when trying to preview a particle that failed to preview
Fixed a crash with Inspector tool and float data types
Log codegen exceptions
Show codegen exceptions in VS
Added another submaterial to train signal lights to prevent emissive bleed onto non-emissive parts
Added a larger base to train_signal_lights_b variant
Trying to network CUtlBinaryBlock was a disaster, cleaning up
Embed boilerplate
Move common logic for whether owner is in play to a separate method
Fixed server accepting input from everyone
Removed "controllers" and the Cue handles its own fate now, properly predicted with Simulate and client effects (shot power line etc) updated in Tick for each client
Initial ui batching shader
Initial ui batching shader
damage floaters
dont spawn traps in easy mode
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Fix Sound.SetPitch, also add Sound.SetPitchRange
Codegen for NetworkVariable, working with hotloading
Cleaner, safer
Prediction fixes, network lists
adding industrial stairs prefab, tweak material and models
Fixed shots getting selected/unselected incorrectly when dragging a shot
Can drag shots into the root folder
Prop is now animated on both subs
Auto focus shot name field when opening the new shot UI
Example of spawning new damage floaters
ShapeInstanced shader tweaks to support non-square atlas grids
WIP new damage floaters
Finished new damage floater system