243,839 Commits over 3,898 Days - 2.61cph!
Show/Hide fixes for item store model
Parent the prefab to the selected gameobject when spawning something via the CreateMenuPrefab script
Removed SkinViewer's old built-in UI
Fixed upside-down CNY door knocker. Blocked a couple of un-fixable skins from showing in 3D.
Improving some skin viewer item layout
Better up-axis rotation for skin viewer. Looks especially good on furnaces
Add support for connecting to servers using SRV DNS records
Merge from tutorial_island
Merge from main (will fix tutorial not loading if instanced_rendering is on)
Merge from main -> full_server_demos
Disable global networked bases until we get a fully custom rendering pipeline
Add `benchmark_demo_upload` to ensure we don't overload the game server when uploading blobs
Compile fixes, manifest, codegen
Remove Lights from tutorial island, TOD doesn't change so they're not necessary
Change terrain mesh setup process to make sure it gets generated in case anything happens to the mesh renderer
Remove unintended change to ClientsideModel
Editor tools can create subtools, move, rotation, scale become subtools
Physics controller (#6)
* Physics based player controller
* Player/camera prefab
* Conveyor behaviour improved, existing conveyors will need values adjusted
Make player & camera a prefab to easily setup new scenes
Try a capsule collider for the player
Ran "Prepare all prefabs"
Full manifest rebuild, lots of stuff needs rebuilding
Converted textures and material from deprecated core shader setup, to rust standard
Merge optimize_build_prefab_process -> Main
Harbor 1 dressing progress / finished dressing up the grounds / building dressing progress
Tighten up physics based movement, this seems decent
Don't update Project.LastOpened when adding it from file
BaseVelocity carries over
Allow creating RTs if the texture with the same name is an error texture
Clean up Lua created render targets on level shutdown
Cleanup Lua created bound textures (surface.SetMaterial) on map shutdown
Remove "TODO: Refusing to discard X bytes" message
Would appear with developer 1 referencing map entity lump, the memory is properly purged on map load
Fix HL1 sentry leaving solid barrier on death with keep ragdolls
Prevent assets from reimporting (by calling AssetDatabase.StartAssetEditing) when calling `PreparePrefabs` during build
Cut down time from 1000s -> 30s: will it work in practice?
food packaging - canned food, updated scale, pre 2D final texture pass
Support for tabs in text drawing (#1460)
* Fixes tabs drawing as boxes
* Nicely spaces tabs to line up columns
* Requires `white-space: pre` in razor
https://files.facepunch.com/crayz/1b2111b1/sbox-dev_HbcLhN7N6C.png
Update ScreenText tab test
Also handle strings that are made up of only tabs
Text tabs quick start
Working fixed with tabs
Work in tab stops during line layout
Tab stops are font width * 4 spaces wide
No need to collapse tabs here, we do it with WhiteSpace
Fix tabs not always lining up, use measured space width
Fix tab runs at starts and ends of strings not working
Fix tab runs at starts and ends of strings not working