250,303 Commits over 3,959 Days - 2.63cph!
A few more maze chunks
Navigator now keeps track of last visited
Makes seeker / charger behaviour easier to predict
Fix path costs not actually being stored
Fixes seekers not flanking
Enemies avoid bunching up
Exit placement tweaks
merge from fix_scrapforsale
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merge from wiring_near_vehicles_fix
Swallow EscapePressed when returning to menu
Give ball and paddle suitable triggers
Refactor controller input, add InputState
merge from water-fog-scatter-strength
Don't run base input when locked
Bunch of work all around, code to plant a paddle and ball in the player's hands, start designing hold types
master house interior progress
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cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
Switch handcuffs to use BaseMelee
WrapTextureToSelection with shift-alt-rmb https://files.facepunch.com/layla/1b2011b1/sbox-dev_MA50eCo78d.mp4
DragAssetData.Parse: Resolve local asset before attempting to make it a package ident
Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can now turn it off)
Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now)
Json.SerializeAsObject (GameResource serialization) supports [JsonInclude] on non public properties. Deserialization already supported it.
Add Hand, HandPreset system from Gunbuilder
Create Player Prefab
Create other needed prefabs (Ball, Paddle)
Start designing player class
Fixed barrier prefab being movable
Start writing a bunch of code for holding objects w/ hands (based off Gunbuilder, goal of cleaning it up for a lib)
Re-added dryfire and attack states (for AK vm cam reset)
Change how escape button works, so it has a set path from game => menu -> tools
Input.EscapePressed is no longer accumulated
Input.EscapePressed has a setter, so you can prevent it doing further things
Break game window focus in editor if escape is pressed
LR300 vm cam anim tweaks - reduced movement for deploys
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Re-applying
97361 changes after Plastic merge fuckery
Merged main into wiring_near_vehicles_fix
Get rid of occlusion on all sounds
WIP wizard
Fixed issues with scrap4sale in bandit
Reworked the underwater base glass to be in line with the other underwater changes.
subtracting
97607 wiring_near_vehicles_fix - broken prefabs
Fixed weird merge issues
Fixed scene not being pushed
Merge main - that was a pain
Zombie prefab
Temp spawn zombies through prefabs
Zombie Thing
Viewmodel initial code setup.
Protobuf.
Serialization.
Debug logging.
merge from io_seismic_sensor - Art placeholder
merge from searchlight_fixes
Tweaked rockets vibration level
correctly assigned materials to .worldmodel.prefab and .entity.prefab
Green/red light behaviour
Name and description
Recipe first pass
Updated placeholder model and icon
Merged main into io_seismic_sensor
Scene Project Start - move all code to another folder for reference, create a basic scene map (https://files.facepunch.com/tony/1b2011b1/sbox-dev_0EoXrWDBgh.png)
Use sphere traces in UnicycleController (#64)
Add move history gizmo to UnicycleController
Shows path, velocity, ground trace normal
Merge from hackweek_renderlod_collapse
merge from hackweek_renderlod_collapse
merge from boombox_toggle_fix
merge from wiring_near_vehicles_fix