248,624 Commits over 3,928 Days - 2.64cph!
Created EditorKeybinds.cs with a few starting keybinds
Move Keybinds into EditorPreferences since that makes more sense
Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string
Added Editor Keybinds page to EditorPreferencesWindow
Subscribe all RegisterShortcut voids to keybinds.update EditorEvent
https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4
Create shortcut for EditorCycleViewMode
Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button
Use TitleAttribute for keybind names
https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png
Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever)
Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries
Call keybinds.update EditorEvent on Reset to Default
Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds
Need to call this after EditorTypeLibrary is created
Register shortcuts elsewhere and remove some option shortcuts
Change default shortcut type
Register shortcuts on hotload
Convert some older shortcuts into the new [Shortcut] attribute
Change shortcut defaults
Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides)
Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds
EditorShortcuts rebinding actually works now, much more lightweight than prior version
Make user overrides save properly
Get Name and Group properly, allow attributes to override.
Get keys from shortcut name in Option.cs
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merge from main -> biome_visuals_2
Trying out the Master build configuration for non-debug client builds (slower compiles but should run faster)
No need to respawn in SwapTeams
Update facepunch.libevents
merge from native_memory_stream -> main
Remove command used for testing
This doesn't need to be DrawInstanced
Fix loading ui textures not updating when they finish loading
No need for ThreadStatic here
Box casts can optionally have a convex radius (skin) this allows things like player movement to move to end position without the next trace becoming stuck and needing to fuck about
Merge from main -> native_memory_stream
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Reset should probably use that local/world toggle too
Coastal rocks prefab tweaks
Added toggle for displaying transforms in local/world space, resolves Facepunch/sbox-issues#5019
Whitelist AggregateException
Leaderboard backup, run #
12378
Added GM:OnPauseMenuShow
This is meant to replace other methods of hiding the mainmenu (which will be disabled at some point). Return false to prevent main menu from showing for that key press.
The user can hold SHIFT to bypass this hook at any time, in case the server/addon has malicious intent of not allowing the player access the main menu.
Panel:GetFont works for RichText
Hammer builds on newer C++ Windows toolset
Limit GM:OnPauseMenuShow to ESC key
Handle exceptions when dispatching events
Allow instant state transitions
Get keys from shortcut name in Option.cs
Kinematic rigidbody added to clients reprentation of players to allow appropriate triggers to run
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Call keybinds.update EditorEvent on Reset to Default
Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds
Need to call this after EditorTypeLibrary is created
Register shortcuts elsewhere and remove some option shortcuts
Change default shortcut type
Register shortcuts on hotload
Convert some older shortcuts into the new [Shortcut] attribute
Change shortcut defaults
Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides)
Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds
EditorShortcuts rebinding actually works now, much more lightweight than prior version
Make user overrides save properly
Get Name and Group properly, allow attributes to override.
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Setup Food Cache Colliders and LOD's
Fix players being assigned spawn points twice each respawn (#165)
Plant bomb at spawn point (#165)
Ground players on spawn (#165)
m_nInstanceStepRate not used anywhere get rid
c# managed vertexlayout, create layout automatically
fix for 3p shaky legs when using grenade launcher
Setup Food Cache Materials
Started Food Cache Basic Prefab Setup
Prevent renaming assets to something mental or illegal or empty (!), resolves Facepunch/sbox-issues#3500
Merge from hood_and_cuffs
Fix wolf class not being set to partial
Added a ForceHidden check on item information display calls.
Added ItemModHideInfoPanel which is checked by ForceHidden.
Hide handcuff information panel.
latest wolf run attack animation exported
Added Food Cache Folders, Textures and FBX
Added Boomerang blockout.
Initial commit
Minor tweaks
Wheel radius
Clean up
Fix bug preventing foliage rustle sounds to only be heard on the local client. If someone moves in a bush nearby you will now hear it again.
named cameras individually
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
configured ghostsheet with default length constraints
added default length constraint to be used by all bones without their own (before this allowed for full compression, which almost always gives bad results)
Add Rename to scene hierarchy context menu, tidy the menu a bit
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Add damage tracker to certain modes