249,045 Commits over 3,959 Days - 2.62cph!
Block placement on Excavator belts and buckets
S2P
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
Fix number keys not working
Create keybinds for the different Tools now that Editor.Shortcut is internal
Create keybinds for the different subtools for the same reason
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players
3rd argument to NetworkIDValidated - ownerID64
Try to make Linux happy
This should do it
Compile warning fixes
Fixed crash with trigger_weapon_strip
Fixed faceposer breaking after 384 different flex names were loaded in a session
Now there should be no limit, and it doesn't preallocate 384 pointers.
Compile warning fixes & add some missing .h files to the solution
Rework flex controller limit fix to hopefully not crash for that 1 server
Restore ENT.PhysicsSolidMask but this time with less crashing
Add LargeNetworkFiles table
No network files needed for remote packages
File download framework
Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers
Request files loop
Fix filesystems not clearing properly between games
Download required files from server
Move the asset download cache to a single purpose class
merge from shockbytetclodfix
Rework flex controller limit fix to hopefully not crash for that 1 server
Restore ENT.PhysicsSolidMask but this time with less crashing
Respect JsonIgnoreAttribute when serializing component properties
We were already checking it for fields
Revert "Add LargeNetworkFiles table"
This reverts commit 7365c616af37ef1665abe4961344013815e89b70.
Accidentally rebased master onto a branch - Metapyziks
Fix warnings in ParticleVector3ControlWidget
Fix some download toasts sticking around forever, and incorrectly displaying as cancelled
Populate Json reflection cache in Json.Initialize
We were seeing some long frame times during first-time prefab instantiation caused by this
Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908
Custom panels that do stuff/populate from attributes etc should work again now, incl settings page
Don't use internal message type for changing level
Fixed retry logic
Docs
Merge branch 'master' into local_files
Merge fixes
Merge branch 'master' into local_files
Move the asset download cache to a single purpose class
Update: Review Feedback - Part 3
Renaming FreeUnmanaged primary overload to FreeUnsafe to clearly indicate that it's an undesired API.
Tests: built all targets
Tests: Review Feedback - Part 2
This covers basic scnearios of Pool usage.
Tests: Ran the new unit tests - they pass.
include steer and pitch inputs to animation, changed client update to have packed vector of inputs
Boomerang Texture Update.
Added Boomerang world model and LODs. Updated Textures.
WIP adding simplified interface
ditto
Fix Function Keys not being sent when in-game since it was checking for a console bind instead of keybind
Don't use internal message type for changing level
Fixed retry logic
Docs
fixed lod3 displaying incorrect material, set lod distances to the same as the other toolcupboards
Remove `Editor.Option.ShortcutContext`
Strip native shortcuts from `Editor.Shortcut` class. Make class internal.
Documentation cleanup
Update Shortcut.Invoke so it handles Mode logic
EditorShortcut.Invoke is now a bool returning whether or not a shortcut was invoked from the pressed keys
Shortcuts are now invoked from Sandbox.Tools instead of thru native QT shortcut.
Make `scene.fullscreen` (F4) bind static. Fixes rebuilding issue.
Flagged above ground tunnel entrance prevent-building volume as Tunnels
Added a new Tunnels ColliderInfo flag, so it can be used to ignore tunnels prevent-building volumes
Flagged train_tunnel_nobuild volume as Tunnels
Tin can alarm now deployable in tunnels
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component
S2P
only inherit mount velocity on ragdoll
New set of damage and destruction effects to be in line with the other choppers.
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added road rejection to jutting cliffs
Have wolves only fall over on headshots
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Added Note World Model
Imported Note World Model Materials, Model, Textures
Setup Note World Model Prefab, LODS and Colliders
Fix filesystems not clearing properly between games
Download required files from server
exported wolf run hit left and right animations
Elevator vehicle merge -> main
Increased elevator floor colliders
Hopefully prevent clipping off elevators
extra jutting cliff prefab
Interrupt sprint when trying to ADS
Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908
Custom panels that do stuff/populate from attributes etc should work again now, incl settings page
Clean: Review Feedback - Part 1
- Make scopes explicit with brackets
- Get rid of System namespace prefix (as we declare that we use System's names)
- Renamed `deepFree` defaulted arg into `freeElements`
- FreeUnmanaged(MemoryStream) no longer sets Position anymore
- Commented the API
Tests: Built C+S target (as it's trivial build-only changes)
Only switch to picked up equipment that's in a lower slot
Like don't switch to a picked up pistol if you've got a rifle out
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