191,954 Commits over 3,259 Days - 2.45cph!

Yesterday
merge from main
Yesterday
Rename all the Drag Drop events to start with OnDrag Can drag drop entity nodes to reparent
Yesterday
Leaderboard backup, run #557
Yesterday
Item redirects will no longer appear in the filter search Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes) Fixed NPC clothing appearing in the filter search box
Yesterday
updated source files
Yesterday
construct update , lighting , material, vtx color tweak etc...
Yesterday
updated textures/materials Merge branch 'master' of sbox
Yesterday
Parallax offset should be in the pixel input, not vertex input
Yesterday
Fix flag toggles fighting with game object LOD scripts
Yesterday
Another gun cam fix
Yesterday
Fixed gun cam screen not turning off anymore
Yesterday
Removed unused bits and pieces
Yesterday
Added (very basic) UI to attack heli
Yesterday
Turn damage FX off by default for now
Yesterday
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
Yesterday
- Fixed 'Powered' list set on attack heli not showing/hiding correctly. - BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set. - EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported. - New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
Yesterday
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
Yesterday
Fixed min/max variables not working when assigned to blueprint filters
2 Days Ago
Merge from main
2 Days Ago
Citizen: fixed CrouchWalkLow_* animations' processing prefab contents being unintentionally disabled Merge branch 'master' of sbox
2 Days Ago
Map updates
2 Days Ago
Added plastic_bucket_a
2 Days Ago
Citizen/animgraph: added standing aim matrix to RPG holdtype
2 Days Ago
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled
2 Days Ago
Added RPG weapon stub
2 Days Ago
Curved screen mesh for the camera render target
2 Days Ago
Reapply 78917 on the right branch
2 Days Ago
Subtract, wrong branch
2 Days Ago
Fixed batteries incorrectly draining from entities connected via non electric connections (likely affected some water stuff as well)
2 Days Ago
Merge from industrial
2 Days Ago
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate
2 Days Ago
Added RPG to CitizenAnimationHelper.cs
2 Days Ago
Likely fix for spectate button in admin ui not working
2 Days Ago
Fixed conveyor screen showing item icons flipped on the X axis
2 Days Ago
Set up powered/on lights. Emission toggle isn't working on headlights, will investigate.
2 Days Ago
Hooked up attack heli headlights
2 Days Ago
Recovered old dash lights Added FX/Lighting prefab to AH Ground effect tweaks.
2 Days Ago
Citizen: added set of RPG poses & attack animations (Animgraph implementation commit pending.)
2 Days Ago
Scene backup again
2 Days Ago
Increase buffer time to keep slide forward after reloading to 1s
2 Days Ago
merge from rust_metrics -> main
2 Days Ago
Fix compile error
2 Days Ago
Documentation pass
2 Days Ago
Revert 78878, we decided we actually do want the heli screen mesh.
2 Days Ago
Don't create two layers of labels with `<label>my label</label>`, use SetContent when the parent is already a Label https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_D56rKvVnw8.png to https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_7vvAVe4OwM.png
2 Days Ago
Improve flexibility of drag and drop system in editor BaseItemWidget, TreeView, TreeNode support drag and drop
2 Days Ago
Really dumb placeholder gun holder
2 Days Ago
Merge from main
2 Days Ago
Scene backup
2 Days Ago
Cockpit damage lights for better pilot feedback. Tweaks to mats/textures for upcoming better gunner's screen integration.