249,501 Commits over 3,959 Days - 2.63cph!
split off indicator lights, set up emissive uv2, first pass on emissive textures for unique and transparent materials
Merge from fix_unity_hook -> main
Remove some unnecessary updates
Move LagSpikeProfiler.enabled into the record method
Show editor's email instead of the server name when in the editor (so it's easier to select a server in grafana)
Move uploader creation into it's own method EnssureUploadersCreated()
Ensure invokes are reset when we start recording so we don't get the cumulative stats since startup
Move Reset() methods outside of serialize methods
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Improve readability of code
- move try catch & "enabled" check into each Serialize() method
- move some Serialize() methods into their profiler classes
- set default enabled state in each profiler so the convars reflect what is turned on
Messed up my last commit, re-applying 98711:
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
Retouch material/model uncaching
Making sure it doesn't happen when mcore is turnedon/allowed
Resolved case sensitivity issues with lua_refresh_file
Change up GetPhysicsObjectNum warnings with more info
Animgraph: Add modelspace blending support to Add and Subtract nodes https://files.facepunch.com/layla/1b1011b1/sbox-dev_DkWD1KYUFD.mp4
FPXR update, new actions manifest path format, temporarily remove knuckles bindings
Start moving over to subactions for per-controller input context
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
Added client flags for braking, pulling over and lights
map updates - mid rework
added extra deathmatch spawns
Expose overall stock
Swap vendor check to a distance check
Expose refill time
Set vendor up to just have 1 of each item
DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations
Strip down input stuff, we can just do everything by path
New actions manifest format
Change the way we handle bindings and actions
Expose refill time
Increase brake power
Reduced check radius
player update. 3p updated chainsaw anims exported
- correct WaterFactor handling with eye height
- corrected deployable spawn orientation
- driving animation with throttle input
Switched method of equipping
Context menu UI to add / remove inputs / outputs
Fixes Facepunch/sbox-issues#5625
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Fixed incorrect patron wait condition
Fixed a potential OOB error when clearing wires
Added CallsPerSecond attributes on SeismicSensor, Electrical Branch and WireTool RPCs
Codegen
fix for 3p captive struggle anim not working
Spawned vendor now points in the direction of initial travel
Client stop targets discarded
ParameterDefinitionExtensions.With order test, actual fix
Added vendor fronts to new WIP model
Removed DDdraw's
Removed redudant ServerInit in vendor front
No fall damage if noclipping
Restyled developer menu to categorize properly
Implement Input::GetVector2ActionState
InputDigitalAction -> InputBooleanAction, move Input initialisation into instance and link session afterwards
Don't use blur on pause menu
storage building large progress
Add drop shadow to crosshair elements, add game settings for dynamic crosshair, crosshair dot
Expose crosshair distance, length params
basic color editing for crosshair
Show belt items as locked to make it clearer you can't use them when handcuffed
ParameterDefinitionExtensions.With order fix