243,478 Commits over 3,898 Days - 2.60cph!
First pass on swing bridge functionality
See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
Force update passthrough UI when switching between an input/output handle
Use async loading to load the menu+game+engine UI in parallel
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
Remove usage of dynamic clientside model indices in Lua API
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Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal
Fixed auxiliary outputs messing with how we calculate power drain
Fix container Ids
Manifest
Compile fixes, player animator update
Build vtex.exe
Disable queued loader entirely, it does not work
Sync ClientsideModel & ClientsideRagdoll implementations with main
Change ents.CreateClientProp to work like ClientsideModel
Merge from main (stomped animator changes, will need to be regenerated)
talk_06 anim settings fix
Change blocksize convar from bytes -> MB
Bike roll stabilisation work
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Make control sheet labels draggable
Dropping a component property will create a set node
https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4
Facepunch/sbox-issues#5129
EditorNode display fixes for embedded targets
Fixed "flush" concommand crashing on windows srcds
video library restores fps_max if it sets it
Move "make to video" temp file to videos/
Holly library makes them and doesn't delete them...
Fix "make to video" not rendering while main menu is open
CPropDoorRotatingBreakable does not try to precache NULL mdl breakables
Fixed quitting while demo is being recorded writing invalid tick count
Minor improvements to demo to video thing
Fixes for broken demos, don't display info during loading screen
some missing files from an earlier commit today (after a rename)
KARGO decals files
added decals to test
set metalness value on spraypaintcan.mat to 1 (it was set to 0)
Fixed memory cell power passthrough being showed on both outputs
Invalidate mesh selection on scene change
Documentation
Support analog input glyphs
Fixed the slight delay before the passthrough value UI gets updated when looking at an IO entity handle
tweaks to screw placement on texture group 03
Set up combo lock with action graph
Map 2 Layout
extra material screen and uploaded crate models
lots of tool size and position tweaks, new crates, removed wood supports, rebaked maps
Fix wrong conditional compilation symbol in EnsureHarmonyLoaded()
vm sks attachment and ironsights
Simplify the upload logic to upload each demo chunk slowly rather than try to squeeze each one within 5m
Set default max concurrent uploads to 20 streams
Add convar to print upload progress `print_upload_progress`
Add convar to configure upload timeout `upload_timeout` (default 100s)
Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor
LoadGlyphTexture will look for the controller's vendor and fall back to default if not found
Add a few PlayStation glyphs
player update. regular/beach/secret labs/rocking chair prefabs and anims edited so sit pose is correct.
Look for input glyph svgs
Plug in a bunch of glyph icons for xbox controller
Some stats for admin
Start on the results page
Double stamina regen rate
Fixed timer, fog machine, strobe light and spooky speaker auxiliary inputs draining power