248,601 Commits over 3,928 Days - 2.64cph!
Second pass of metrics on jungle ziggurat. Started blocking in materials of interior shell.
Avoid multiple undo entries when editing GameObject transform/name in inspector
player.CreateNextBot sets the bot name by player_activate event
Fixes for HL1 barnacle
Added SetTarget1-4 to logic_choreographed_scene/scene_entity
Pull Request: Search bar in icon editor + copy to clipboard
Pull Request: TTT traitor button fixes
Fixed CNPC_ControllerZapBall not doing damage
Consistent returns from Sandbox tool Make* functions
Minor clean ups in constraint library
Attempt to support both types of prefab instances in one places
Fix wolves looking at random players (wolves are pooled on client, so we need to reset their lookat target)
Fix wolves fleeing permanently when player swings the torch, they should only retreat temporarily
Fix torches not being considered off after switching weapon
Make wolves circle fires instead of circling players near fire, helps prevent wolves walking into fire
Make wolves smell food and corpses around them, not requiring direct LoS to find it
Simplify hearing and give it its own convar separate from the sense convar for easier filtering when debugging
Add vislogs for food and fire
Update: StorageContainer now pools ItemContainer
- had to introduce a member variable to avoid funky pool API usage because oif property
- also had to relax empty container assert, as there already are cases that don't clean up their inventory on kill
Tests: on Craggy killed all entities via console, saw the pool container stats go down to 0
Always do vmdls as a large network download, Facepunch/sbox-issues#6181
added chipboard_a and updated map
Write null instead of trying to serialize invalid GameObject / Component
merge from dpv_collision_fixes
Run dismount logic for mountables in DoServerDestroy
Early "floor wallpaper" tests, deployable on floors and foundations
Added parquet, tiles 1 and 2 placeholder skins
Add a search bar to sequences and make them sort properly. (#2101)
* Add a search bar to sequences and make them sort properly.
* Update iconeditor.lua
* Update iconeditor.lua
* Update iconeditor.lua
* Update iconeditor.lua
* Update localized string for the search bar placeholder
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Fix windows popping up on hotload
Optimize wolf fire detection, fix campfires making the wolf toggle between states very fast
Make ActionGraphStackLineHandler pattern more lenient
Include ActionGraph errors in ConsoleWidget.PopulateDiagnostics
Refresh diagnostics when saving an Action Graph
Only Show() each Action Graph MainWindow once
Inspecting a cloned ActionGraph edits original (#1663)
Update: ItemContainer supports IPooled
- Minor fix - avoid double returning container UID
- replace a static-readonly with a const
Right now there's only 1 place that pools ItemContainers(reclaim manager), so impact of this is low.
Tests: in softcore killed self and looted reclaim backpack.
Tests:
clean up app page
Box view
-Metal Shield World Model and LODs
-Texture tweaks
Add UI_OVERLAY_LAYER
Add new layers to pipeline
DisplayInfo uses OrderAttribute
[InlineEditor] has a Label option
RenderComponents have RenderOptions, let you choose a layer to render on
The logic for marking ControlWidgets as readonly doesn't really work
ControlSheet observes [Order]
Fix MaterialOverride not removing
Fix UI overlay depth
split dpv dismount points into set of preferred lower positions that maintain a similar eye-level as when mounted and a higher level that is accessible from dismounting in shallow water
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
remove prism, embed highlight
Basic filters
https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_CsbSssrrui.png
Tag prefix provider
Don't need prefix for autocomplete
https://files.facepunch.com/alexguthrie/1b1111b1/NVIDIA_Overlay_8lj3rVaSwA.png
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4
Static initializer in CGameController instead of CInputSystem
If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
Fixed missed wallpaper conditional models
Re-instate these long-obsolete methods for now because something is still using one of them :(
Moving rig and settings from proxy model to final model
bucket paint colors reflect bucket color
Blockout additions and tweaks
Ensure last update is sent properly when ownership changes (Fixes Facepunch/sbox-issues#6394)
Optim: avoid copying items on container clear
- Also consolidated it into one function.
Did an overview of existing code, didn't spot cases where we can try to modify the container as we're clearing it.
Tests: killed a bunch of animals, loaded up a wooden storage box then killed it