248,612 Commits over 3,928 Days - 2.64cph!
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Get rid of all this shit, it's no good
Hulls sweep with a radius
Resolve hit penetration (should add to trace API?)
Trace direction is wrong way around
spitter bullet
elite spitter
spiker
elite spiker
Add "build warmup scenes" to the asset build pipeline (adds 5% to build time)
Added warmup collection scene "WarmupScenes"
Remove `EntityToScene` component from the warmup scene, instead keep the `EntityToScene` components in a new config scene and output to separate warmup scenes
Add tool to bulk update all warmup scenes with latest version of each prefab
- recreate the output scene instead of loading it when running to cut export times in half
Fix glass scope shader not rendering correct
Slight refactor & comments added
Update .sbproj
Lvl 1 updates
model map
Prefabs
Scenes updated
Story fixes
Prevent multiple toolbars in Sprite Editor
Can open multiple Sprite Editors to edit multiple sprites at once now
Remove UpdateWindowTitle from SpriteEditor Preview
Added Animator Dock/Tab to Sprite Editor
Update .sbproj files
Update example files
Panel background rendering optimizations
Merge from main -> scene_warmup
Do 'external changes detected' prompt for open prefabs too, refresh popup a bit
WIP generate delegates that don't use dictionaries
Make SWEP:Think not run before NextAttack in singleplayer
This mimics SWEP:Think's behavior in multiplayer.
Call TOOL:Holster and Deploy when switching tools clientside
This was done when using gmod_tool serverside only, it is now done when gmod_toolmode changes both clientside and shared.
Added 2nd return value to GM:CanArmDupe hook (Community Contribution)
Fix util.StringToType "int" erroring with invalid inputs
Allow custom error message for CanArmDupe (#2065)
* Add message to CanArmDupe
* Duplicate changes to arming.lua
* Duplicate the changes to arming.lua again
Merge from monument_scenes -> aux1
Grab triangle on base mesh so that it should work for both mesh and heightmap
Use our filtering in cast callbacks
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
UI: Fix worldpanel depth issues, treat worldpanel roots as layers
Render VR menu at 4k, scale down to fit
Basic VR world input component, menu works properly
https://files.facepunch.com/alexguthrie/1b2511b1/Desktop%202024.06.25%20-%2015.51.37.05.mp4
Line hands up better in VR menu scene
Quick little test map just so I'm not staring at an orange texture
Serialize Tint and apply to SceneObject when created.
CManagedSceneObject main thread is optional
Remove mainthread enforcement from "safe" internal managed sceneobjects
Make grabbedTextures a thread static
ParticleSpriteRenderer builds verts in render thread
Use CustomEditor for Transform, make presentation/ux consistent with components, add copy/paste world transform context menu options
Change project open file filter from ".sbproj" -> "*.sbproj" to find named project files
White outline when selected (similar to renderer components)
Fixed SpriteComponent Gizmo hitbox (Facepunch/sbox-spritetools#2)
https://files.facepunch.com/CarsonKompon/2024/July/10_10-17-BasicChipmunk.mp4
Animation List is has hover highlight and StatusTip
FrameButton now has hover highlight and StatusTip displaying frame number, file name, and sheet rect (if applicable)
Fixed terrain-blend shader secondary layer uv/tiling params not working
exported wolf attack test anim
Travelling Vendor Revisions -> Main
Fix bug causing vendor to just sell one item
Byte Pack Convert - Networked GameObject, Component, GameResource References (#1618)
* Add add IBytePackConvert to a class to specify how it should be serialized/deserialized with BytePack (similar to IJsonConvert). Implement for GameObject.
* Add IBytePackConvert support to Component and GameResource
* We should be able to null these out
* Some comments on ConverterPacker to describe its use
* Let's move it out of Sandbox and call it BytePack.ISerializer - it won't be exposed to public API (for now?)
* Makes sense to rename to SerializerPacker so it matches ISerializer
* Explicit implementations of BytePackRead and BytePackWrite means we can have these non-public
* Add test for BytePack.ISerializer with MySerializedClass
* Some minor doc change
* Tidy
Fix BroadcastEvents widget not updating on file change
Remove un-needed Spritesheet Preview Overlay stuff
Properly serialize BroadcastEvents Actiongraph so it saves/loads.
Don't serialize component [Property] variables if they have [JsonIgnore] attribute
resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
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Weapon crate texture update