249,439 Commits over 3,959 Days - 2.63cph!
HCR attack prefab & related files.
Merge from world_update_2
Humans: actually link the staging animgraph
Humans: v2 staging VMDL & animgraph
Fix Enter key not returning the same name across all languages
Use a state machine to control the whole thing, make it into a prefab
Add some libs, add Zone from HC1, start framing out SceneLoadVolume, new home scene
Temporarily display active abilities on the hud
Created basic setup for static planter box:
Will grab all available sockets at startup, pick a random plant from a list and spawn them on the traditional deploy sockets
Fix broken style
Lobby list cleanup, list view aspect
Radioactive water~
Looting player will now be irradiated whilst looting a dead/alive player that has large amounts of radioactive water on them (this only happens in the looting window)
Items now have some standardised methods to look for radiation amounts. For the time being these are only > 0 if the item has a ContainerRads item mod
Much cleaner routing through BasePlayer-Client.Looting as well as LootableCorpse
New file to specifically deal with these radiation changes on BasePlayer
Splashable now uses new methods
Route radiation check updates through PlayerLoot::SendUpdate to further prevent unneeded calculations
Show package using cached version
Add Application.IsVr
Add Sessions to PackageUsage
Add TimeSpan.Humanize
Add MenuUtility.CloseAllModals
Break game modal up to managable components
https://files.facepunch.com/garry/3419ba7b-7e50-4b5c-a727-3e315fb4dffe.png
More messing around with UI
https://files.facepunch.com/tony/1b0111b1/sbox-dev_jwiM3RE8z3.jpg
Include total session count in stats
Add editor options for lobby privacy
Currently very boolean - either private or public - would like to do
something org-based in future, or have custom filters
https://files.facepunch.com/alexguthrie/1b2811b1/NVIDIA_Overlay_L6ZTVFAOVc.png
Default to private in editor mode
Basic version property editor
Standalone: move ExportConfig into Sandbox.Tools, allow setting version/date/development build
Standalone: load version/date/development build info from manifest on startup, open up Standalone class
`Standalone.IsDevelopmentBuild`
`Standalone.Version`
`Standalone.VersionDate`
When accessed from outside standalone, will return default values
Fix video background-image rendering with incorrect aspect ratio - Rect needs to be recomputed once video texture has loaded
UI: Unset values if unit is undefined
Refresh svg when changing src/color properties, fixes Facepunch/sbox-issues#6247
Disable volumetric fog clipmaps by default, they're fucked right now with massive frame drops and they feel overengineered
Allow particle alpha to be applied without applying color (Alpha is still applied when applying color to avoid breaking existing behaviour)
Component upgrader for particle effect, apply alpha if we're applying color so that color and alpha can be properly decoupled
Make TabWidget state cookie restore functional
Give particle effect tab bar a state cookie so the current tab is restored
Don't apply Music/Voip volume settings when in Editor
Fix Home Page Categories. Uses ListResult instead of hardcoded categories from initial concept
Fix mistakes in Gizmo.SolidSphere, any segment count should now work
Get rid of upgraders log. If cloud prefabs have a component upgrade, we don't want to be spammed with this
Same fix needed for SolidCylinder
Top and bottom caps for SolidCylinder
Draw SolidCapsule directly instead of 2 spheres and a cylinder
Fix static functions on non-static Widgets not invoking or inheriting type properly.
Merge branch 'master' into mainmenu-improvements
Add sentry back to functions, because insights is not insightful with functions
Add event when favourite/voting/collection changed
Move recounting to background package service
Sort by upvotes works again
Fix video page exception
Fix videoblock exception
Fix SQL statement
Leaderboard reject insane values
Fix activity exception
Query stats from a different table
Leaderboard backup, run #
13612
HCRevolver uses local FX folder.
Fixed muzzle origin offset.
Temp working files & scene.
Track rcon disconnects during a frame
Changed rcon.ssl and rcon.sslpwd to be consistent with other command line option switches (can use - or +)
Set a default rcon password while in the editor
Small changes, air dash uses SHIFT
Cancel slide if we end up off the ground
Implement TakesOverControl, which cancels out wish movement
Add Slide
TTT: Add SAM support to karma banning (#2106)
merge from preventbuilding_dungeons_fix
Revised my AttachedMonument field change so we don't lose any already assigned monuments
Flagged all underwater labs prevent building volumes to auto find their MonumentInfo
Fixes barricades deployable in Underwater Labs
PreventBuildingMonumentTag can now get its MonumentInfo at runtime using TerrainMeta.Path.FindClosest
This will allow prevent building volumes from monument not running S2P (like underwater labs) to get their MonumentInfo assigned correctly
Fix static functions on non-static Widgets not invoking or inheriting type properly.
Top and bottom caps for SolidCylinder
Draw SolidCapsule directly instead of 2 spheres and a cylinder
Same fix needed for SolidCylinder
Get rid of upgraders log. If cloud prefabs have a component upgrade, we don't want to be spammed with this
Fix mistakes in Gizmo.SolidSphere, any segment count should now work
Remove unused code
Can filter maps by GameSupport again
Smoother heightmap sampling
https://files.facepunch.com/ziks/2024-08-31/sbox-dev_m6ejDGa0g6.png
https://files.facepunch.com/ziks/2024-08-31/sbox-dev_GIvew6ZSRB.png
Package updates
Draw placeholder icons with skia
Image upload uses skia
Update thumbnail page to help people get it right
Allow wolves to target other wildlife again, fix errors when target dies while circling
Fix package reference in GameModal