248,561 Commits over 3,928 Days - 2.64cph!
Fixed gui.EnableScreenClicker()'s internal panel showing up after a screen resolution change while it is active
Prevent Lua errors when generating Spawnmenu tabs when an entity or a weapon does not have a Category set, or it is set to not a string
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PlayerInfo to PlayerScore
Added Tool system
added ai.designing convar toggle
Implemented physics sounds
Fixed SceneObjectUpdater leak
Train tunnels use "Darkness" environment type
Climate now works without biome map (falls back to temperate climate, for test scenes)
Added "Darkness" environment type (disables directional light, makes skybox completely black)
A single environment volume can now have multiple environment types
Draw water stuff just before drawing translucents
Fixed AmbientLightLOD not properly preserving light intensity
Add SceneLayer to ModelEntity
Merge branch 'master' of sbox
Added Physics.TestPointContents
Entity.InternalEntityKeyValue gets called with a list of map entity keyvalues
Added [HammerProp] for setting entity properties from hammer/fgd shit
Merge branch 'master' of sbox
Put WaterSea on water scenelayer
Organize scenesystem definitions, start binding ISceneLayer
Add per-basemodelentity scenelayerid and bind it
Tiny adjustments to CreateRawModel
Handle Water layers, assign custom scene layer ids
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
More refactoring, just place a static elevator block at every floor
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
Save/Load fixes
Fixed incorrect floor position at top floor
One icon that I missed on the crafting screen
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Icon appearance changes:
- Let icons show at full opacity everywhere EXCEPT the belt (stands out too much when the inventory isn't open). This helps a lot with the "washed out" look.
- Belt icons set to 90% opacity.
- Updated some icons that I'd missed, that aren't linked to any icon prefab
- Rebuilt all loot panels; even ones that linked to the icon prefab didn't update until their prefabs were regenerated
Change delivery fee to be per purchase instead of per quantity - each time you click Buy you will be charged one delivery fee no matter what quantity specified
Immediately reset order quantities to 0 after clicking Buy
More static elevator work
Added an ElevatorStaticFloor Trigger that designates a floor
Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units
Floor triggers can be placed at arbitrary heights
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Refactored BulletSystem shape handling, added ShapeUpdateSystem
Refactored BulletSystem.OnSpawnBullet
BulletSystem border warning color / glow / minOpacity codegen
Fixed typo in ShapeUpdateSystem
Keyframe / per-update animated properties now set complement to 1f
Improving spline indexing
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- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer.
- Darkened WorkCart cabin glass albedo, you could hardly see out of it
- Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
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Fixed linux not compiling
Disable RichText markup in server browser button
Make the decal limit use r_decals value (with maximum of 8192), not its default value, which is 2048.
Fixed models loaded by ClientsideModel() losing their modelbounds data on map disconnect due to them being reloaded (for now, we don't reload such models)
Fixed String DTVar callbacks not being called at all
Add RenderMeshFile bone parent to modeldoc (reskin all verts of a mesh to a bone)
Hopefully fixed the model in maps reloading issue forever