243,702 Commits over 3,898 Days - 2.60cph!
Show "0%" gather instead of hiding the UI to make it easier to compare gather of different tools
Hide gather if the tool / weapon can't gather anything at all
Move primitive builders to Editor.MeshEditor
Add units to ammo info panel
Move spread below other ammo stats so it's easier to compare ammo types
Add m/s as a unit
Change aimcone slider scale from 0-4, reverse slider direction
Save info panels as disabled
added chainlink_fence_b + artdev developments
Fix slider range being 0-1 instead of 0-100
Fix weapon gather effiency not multiplying by 100
Fix weapon attack speed being 1 decimal point instead of 2
Refactor previous code changes to be configurable in the prefab
- can now switch between meters, seconds, degrees or percent in ui prefab
- can configure decimal point override
Split display of weapon mod "Accuracy" info into Aimcone, Hip Aimcone & Sway
SteamAudio traces happen in c#, tweak reflection settings, tweak transmission settings
Citizen - Mascot Skin
New Mascot Skin with colour variations
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Show melee range as "-0.25m" or "+1.1m" instead of "1.5m"
- probably going to change it to percentage instead
Remove bar from attack range
Fix melee attack speed bar going right to left
Remove all references of OpiumSoundEvent, won't be needed
Hook up separate viewmodel camera, hook up independent fov settings
https://files.facepunch.com/tony/1b0211b1/sbox-dev_t3Xve3ReGZ.mp4
Change Fire Rate & Attack Rate from "450" -> 0.13s
- renamed attack rate -> attack speed for melee weapons
Change Gather from "30" -> 80%
- don't show gather speed, only show gather efficiency %
Change Accuracy from "4" -> "0.2° - 1.8°"
- shows min & max aimcone value based on recoil
- old value only took into account the bullet's accuracy, not the weapon's accuracy
Add meters on the end of range (450 -> 450m)
Fix not being able to open the player prefab
Tweak upload paths
Skip non public packages in charts
Add some more material and model categories
Remove contest package type, which we turned out not to need
Update manifest upload path
Tweak image upload path
Leaderboard backup, run #
10012
Add upload queue for demos
Rate limit the uploads to avoid saturating server's bandwidth
Added BP icon if a BP is being sold
Fixed bug causing BP to be added to both selling and currency tooltip
Fixed boat vendor again - I could've sworn I've fixed this 3 times already
Fixed bug causing RustText to not be enabled on listings taken from pool
Market terminal no longer allocates to allow clusters to be clicked
tutorial end cinematic audio tweaks
Large Furnace: Nudged bounce light distance down a tiny fraction to fix a little ground bleed.
Disable audio reflective until I can fix it (snd_steamaudio_num_bounces 16 to enable)
Fixed merge fuckery in flare material.
Mixing thread locks the c++ sound mutex when mixing
Tweak audio sample function so we can find out why it's crashing
Also include changeset & hostname for debugging
Include network protocol in demo header
viewmodel foregrip attachments added
https://files.facepunch.com/rickgreeve/Screenshot_1.jpg
https://files.facepunch.com/rickgreeve/Screenshot_2.jpg
Fix sound system going silent after playing local sound in the middle of your ears
Disable error reporting in test mode
Fix NRE in SoundPointComponent when SoundEvent is null
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Merge from main -> full_server_demos
Fix not using FreeList() when adding proper pooling
merge main -> analytics_pooling_refactor
Fix ShaderGraph input editor width regression
https://files.facepunch.com/ziks/2024-03-01/sbox-dev_zPHxuj7Wy8.png
TTT: Code clean ups (Community Pull Request)
Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
Fixed GraphView.SelectionBox
TypeLibrary.GetType( name, baseType )
To compliment GetType<T>( name )
Component.JsonRead: don't ignore component_type
Fixes some of the bugs that #1449 will fully solve
TTT: Use new game.CleanUpMap argument
TTT: Code clean ups (Community Pull Request)
Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
TTT: Fixed can_rag_pin_inno overwriting can_rag_pin in Magneto Stick (Community Contribution)
Fixed func_breakable_surf crashes on spawn
Added a warning when C_OP_WorldCollideConstraint gets insane values
Fixed regression with nextbot pathfinding involving ladders
Rookie mistake
Fixed certain brushes not having any collisions on maps
Better refcounting for model decal materials
Clicking in the Paint tool UI will always bring up the paint tool
Precache physgun materials
Let's try releasing decal materials (and textures) on map shutdown
Do not look for awesomium_process.exe on linux
Reload default decals after clearing the entire list
Added gmod_sneak_attack to disable HL2 sneak attack system
Defaults to enabled naturally
GM:PropBreak uses attacker, not inflictor for the player
GM:PropBreak checks for physics attacker
Prop physics damage tries to set correct attacker
Owned combine ball (AR2) breaking a crate now has the correct attacker
TTT: Code clean ups (Community Pull Request)
Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
Performance now shows the max, instead of the average
Tweak steamaudio reflection settings to tide people over until I move it to a background thread
Fixed text of game_text being cut off if too long
Use string.StartsWith over StartWith
Fixed regression with duplicated NPC being forced to drop to the ground
Whip out Paint tool when selecting a decal
Prevent errors with IconEditor and DAdjustableModelPanel with no entity
Fixed problem counter not updating when problems are fired too early
Adjustments to fallback main menu
Enable asset:// for loading screens
Fixed a bug with markup library
Allow constraint.Keepupright on more entities
Fixed a regression with Entity:NetworkVar
Minor cleanups
Added DMenuOption radio setting
Fixed DMenuOption:SetChecked not calling OnChecked
Read-Only file problem handling
Allow right clicking in Bodygroup/Skin entity properties
CreationMenu validates the panel it wants to parent to
Workarounds around game.CleanUpMap() due to bad addons
Fixed regression with nextbot pathfinding involving ladders
Rookie mistake
Fixed certain brushes not having any collisions on maps
Better refcounting for model decal materials
Clicking in the Paint tool UI will always bring up the paint tool
Precache physgun materials
Let's try releasing decal materials (and textures) on map shutdown
Do not look for awesomium_process.exe on linux
Reload default decals after clearing the entire list
Added gmod_sneak_attack to disable HL2 sneak attack system
Defaults to enabled naturally
GM:PropBreak uses attacker, not inflictor for the player
GM:PropBreak checks for physics attacker
Prop physics damage tries to set correct attacker
Owned combine ball (AR2) breaking a crate now has the correct attacker