254,390 Commits over 3,990 Days - 2.66cph!
Compile fixes, regenerate PlayerAnimation controller
Merge from main (stomped PlayerAnimator and BaseMountable)
Merge from compiler_field_fixes (should resolve prefabs reimporting when changing between Client and Server)
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Update protobuf codegen tool to always include enums even if default value (they aren't really used in codebase but better to be safe)
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Merge from gesture_cancel_fix
Force the endGestureLoop trigger to false when starting a trigger, fixes it sometimes getting left on if the player cancels a looping gesture while the gesture is beginning
Fixed horses not being able to pass through holes in terrain
Add timer for how long each warmup scene takes to build
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
Merge from main -> protobuf_skip_default_fields
Add output scenes path to scene collection prefab
Switch scene warmup to use the path of scenes instead of SceneAsset so we don't need empty scenes commited in plastic
Add output scene path to `ignore.conf` so plastic doesn't commit 1GB every time warmup scenes are rebuilt
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
Update ignore.conf with demos & favorites.cfg
Move scenes to an "Output" subfolder
Commit empty versions of warmup scenes
Remove more unused from interface
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
ApplyLinearImpulseAtWorldSpace just uses ApplyLinearImpulseAt, same thing
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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