243,706 Commits over 3,898 Days - 2.61cph!
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
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
MixingThread tweaks
Fix volume doubling
TTT: Use net.Read/WritePlayer (#2063)
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Attempted solution to killing players when dismounting from ComputerStation
Don't show install for incompatible cloud package types
Revert "Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on"
This reverts commit 65bc314734f0003a9d2dc5c10e5f7da3a11a8db0.
Update bug report template
Level 3 hall, cctv room and vent progress, sat tube progress
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
Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on
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Fixed #1470
https://files.facepunch.com/ziks/2024-03-01/sbox-dev_YZdIaQBdKv.mp4
Managed soundsystem (#1455)
* Sound mixing moved to managed
* SoundHandles have occlusion, transmission, reflection
* SteamAudio is back
* Still lots to do (orgs/Facepunch/projects/24/views/1?pane=issue&itemId=55046762)
Failing array input missing link serialization
Fix missing links when serializing array inputs
Subgraph array input link on boundary support
Tentative fix for Facepunch/sbox-issues#5021
Improved style parser errors (sbox-issues/issues/4541)
https://files.facepunch.com/alexguthrie/1b2911b1/sbox-dev_vMdiBVFnHU.png
Add ability to fullscreen the scene viewport https://files.facepunch.com/tony/1b2911b1/sbox-dev_kpYpHqbHbE.mp4
Fix build (we don't support "display: inline", not sure if this was done on purpose?)
Node menu rewrite
* Can search all possible node types
* Properties / methods from TypeLibrary
* Component getters of each type
* Extension methods now appear like normal instance members
* ActionGraph resources appear as normal instance members too
* Output expansion isn't limited to properties any more
* Editor knows which components exist on scene.ref targets
* Improved formatting for node titles / parameters
* Search truncates results at 20
Host can always drop ownership of a networked object
Host can always network destroy a networked object
Fixed Facepunch/sbox-issues#5009
Fixed Facepunch/sbox-issues#5022
Fixed #1477
Improved node type filtering w.r.t. whitespace
Merge branch 'master' into managed-soundsystem
Default inspector for unknown objects is a ControlSheet
Cleaning up ready for merge
Improved node type filtering w.r.t. whitespace
Fixed Facepunch/sbox-issues#5022
TTT: Use player.Iterator (#2062)
Fixed Facepunch/sbox-issues#5009
Delete AudioMaterial
Add audio surfaces to the base surfaces
Footstep component, sound material test
Support for delegate parameters returning void
merge from tutorial_island
Host can always drop ownership of a networked object
Host can always network destroy a networked object
wasted 2 days on this, works-ish but absolutely horrific, stashing anyway
Leaderboard backup, run #9988
Nixed flame_jet atlas, not needed
Smoke omni RC
Scene backup
Added an error toast if the player attempets to start a tutorial and no empty slots are available
The above scenario will no longer kill the player in the process of attempting to spawn an island
Add achievements for tutorial island
Added some more help to the mid mission conversation with the survivor
Don't run softcore loot reclaim process for deaths on the tutorial island
Building blocks can no longer be damaged by players in the tutorial, prevents some soft lock scenarios