248,600 Commits over 3,928 Days - 2.64cph!
Water, WaterSea and WaterVolume
Add TransmitState to managed
Add TransmitState to Entity
Re-enable Material.Create, let me know later why I shouldn't do this yet
Merge branch 'master' of sbox
Don't bind UpdateTransmitState since that's implicit
Fix shader compiler progress spewing beyond 100% on consecutive compiles
Gotta reinitialize these too
Set custom material name on CreateRawMaterial
Update shadertest map
Update construct blockin with better computed lighting
Add stub for Sbox VSCode extension
Iterate on water
Update gitignore
Unbind Set/GetTransmitState, redundant as there is TransmitType
Add sbox_water shader and screen aligned planes
Warn when a shader file is empty when processing it
Update test_water with our sbox_water shader
Remove old code from WaterSea and WaterVolume
Fix projection on sbox_toolgunball looking weird
Merge branch 'master' of sbox
Fixed include() no longer having returns after recent changes
Viewing self profile header
Adding in the updated theme
Moved ViewModel logic to BaseCarriable (should it be BaseCarryable????)
Don't recompute skeleton during entity deletion
Added Entity.IsFirstPersonMode
Gun adds effects to viewmodel only in first person mode
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Fixed viewmodels not showing up in demos
Clean up native viewmodel rendering code
Only draw viewmodels if IsChildOfViewEntity
Fixed double viewmodel on start recording demo
Added Panel.Delete()
Delete HUD properly when HUD entity is deleted
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Trying out some keyframing ideas
Merge /Workcart/SharedSplineData -> /Workcart
Another major refactor to the spline data. Use one single central SerializableObject to store data on all splines. And instead of calculating all the lookup tables at runtime, precalculate everything and store it in the SerializableObject itself, so at runtime the whole thing is a simple lookup. Delete the PathInterpolatorLUT class and handle it all in WorldSplineData.
Splats & stuff around reworked compound
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drop effect
balance changes
changed starting shield amounts
more easy balance
cleanup powerupTriple
can get powerups while intangible
fix hunter powerup
hard hunter balance
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Stream save data to disk instead of making a copy to avoid a possible OutOfMemoryException
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Abort the save process when failing to write the new save file (otherwise it will delete the working save too) (RIP EU2)
Add server.playerlistpos to print the steam id, displayname, position and rotation of every active player on a server
Fixed 72m trail tunnel stop spline not going all the way
All shared track section data now stored in automatically-generated separate ScriptableObjects
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Rotated workcart and gibs 180 on the UP axis ;P
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Loading screen displays "gamemode title" and not the folder name if it's installed locally
Spawnicon properly initializes self.OverlayFade, and doesn't spawn errors when mods override its PANEL.Paint
New compound with properly linked prefabs.
Use prediction rules when broadcasting rpcs
Only UsePredictionRules if GetPredictionPlayer exists
Cleanup
Added IBaseInventory
Added BaseInventory (in addon code)
Added BasePlayer.TickActiveChild
Added Entity.IsActiveChild()
IBaseInventory takes care of dropping, picking up
Update Viewmodel Positions in Gamemode's PostCameraSetup
sbox_game tier0
Stop thread console spew on startup