224,870 Commits over 3,714 Days - 2.52cph!
Missed clearing recycledCells list
Fixed some Dictionarys not cleared when disconnecting
Ensure initialization and destroy are called only once (to avoid nativearray dispose errors)
Hammer: Add extended box gizmo handles as a saved option
https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
Fix `print_global_entities` not actually printing the output
Season gallery + some refactor
Rocket projectile lights set to LightEx instead of Shuriken, because cheaper in this case.
Fix error / crash when reconnecting to server
Merge from /main/shader-fix-2
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Moved smokes_exgaustfumes render queue to after water to ensure it doesn't get overwritten
Moved censorship up the transparent render queue to avoid interacting with smoke grenade
More 2021 server build debugging
Fixed players showing over monument smokestack and smoke overwritten by atmospheric scattering
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Improved Timelapse generation
Cathode: replaced widthRes/heightRes with downscale parameter
VirtualScrollPanel uses DefaultStyles
Subtract m_nMaxPlayers by m_nBotPlayers so servers show that they're full if they're occupied by bots + players
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults
Auto-generate layout cascading based on inheritance state
Use BaseStyles.Default instead of hardcoding defaults
Similar to `css-defaults` branch but this does it better - so I'm
deleting that in favour of this.
Rather than hard-coding the default value every time we fetch it:
```cs
var value = Styles.BackgroundColor ?? Color.White;
```
We should be doing something like:
```cs
var value = Styles.BackgroundColor ?? Default.BackgroundColor;
```
Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp
In FromLerp, check if the property we're trying to change is actually changing
Prevents us from stomping property changes when a transition is running
with `transition: all` if you have an animation running simulataneously
Move default styles into `DefaultStyles`, make everything readonly
Test changes to pivots. Reuse a single pivot instead of creating multiple.
Merge from global_networked_bases (this contains a Network++)
Native collection allocation / free fixes (we were not cleaning things up correctly when leaving and re-joining a server)
Editor: If "show start screen" is off, load last opened project automatically
Remove duplicate gamepad codes in common actions
Generate Style.Unset(), start using IsSet()
WeaponRackGhost cleanup, including converting to static class.
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Bathtub prop / textures/ LODs / COL / prefabs
Fixed issues with construction guides not preserving shadowCastingMode, receiveShadows and lightProbeUsage from their source (causing shadow proxies to render as duplicate guide meshes)
Removing unused / commented out code (InstancedEntityScheduler in DoGameSetup)
Fixed BuildingBlock.currentGrade early exit when null
Renmoving unused code (InstancedMeshTracker)
Merge from main/Attack Helicopter
Animgraph: Add C# model picker instead of going through an ugly dialog and combo box https://files.facepunch.com/layla/1b1611b1/sbox-dev_YSPuTuq24x.mp4