243,850 Commits over 3,898 Days - 2.61cph!
Merge from main -> full_server_demos
Additional walkway staircase meshes
Brick variant prefabs of industrial buildings a and b
Harbor 1 dressing progress
Try catch all parts of demo thread (incase of error on startup)
Try to create demo directory in multiple places (incase it gets deleted or changed by users)
(this will also kick off a new build)
Change up logic that detects whether the HTML menu loaded or not
Change up logic that detects whether the HTML menu loaded or not
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Compile server executable before bundles so compile errors show up faster
Change Gizmo.Contol.BoundingBox to new box resize gizmo because this function isn't being used anymore
Restored _vertex _fragment, and some _local, suffixes to save a few variants
military flamethrower LODs
-basic prefab setup
-LODbake textures and materials
player update. exported/set up flashlight anims, updated its flashlight entity and override controller.
added concrete_d
added plastic skin for door_frame_a
Added tree.simplified_collider server convar to toggle simplified server side tree colliders
Add ring particle emitter test
Give scenes titles
Display the shitty menu replacement if the real one doesnt load in 3seconds
Fix ParticleBoxEmitter not rotating/scaling properly (fixes sbox-issues/issues/4653)
Add ParticleRingEmitter
Fixed commits being missing after merging
When saving a GameResource - reregister it with ResourceLibrary. When Scene/PrefabFile save they create a new GameResource, so the old one needs to be stomped out.
Increase physgun_wheelspeed & rotation sens max value to 10k
More permanent fix for Panel.IsValid during PANEL:OnRemove
Move where HUDShouldDraw for NetGraph is called
Block developer & contimes convars
Block render.CapturePixels while main menu is open
Fixed crash when models try to access OOB vertices
CreationMenu validates the panel it tries to parent to
Fixed an oopsie with CreationMenu
Allow right clicking in Bodygroup & Skin context menus
This allows you quickly change bodygroups and skins without closing the menu.
Also adds DMenuOption.Set/GetRadio
Also fixes DMenuOption.SetChecked not calling OnChecked
Options button for menu fallback
Options button for menu fallback
added brick_b mat
added concrete_c mat
added trim_layout_a rect + fixed all trims
merge from full_server_demos
Fixed an oopsie with CreationMenu
Allow right clicking in Bodygroup & Skin context menus
This allows you quickly change bodygroups and skins without closing the menu.
Also adds DMenuOption.Set/GetRadio
Also fixes DMenuOption.SetChecked not calling OnChecked
Add RenderAttributes.GetMatrix
Save off and restore clipping values before/after drawing box shadows
Should fix sbox/issues/1453
Remove log
Test reproducing Facepunch/sbox-issues#4688
Fixed Facepunch/sbox-issues#4688
More property getter / setter fast path tests
Fixed ElevatorStatic not checking if entities have been destroyed before adding them to floorPositions
Fixed a bunch of navmesh functions not working because I didn't full in ToNav
Don't record raknet packets used to establish a connection
Increase physgun_wheelspeed & rotation sens max value to 10k
More permanent fix for Panel.IsValid during PANEL:OnRemove
Move where HUDShouldDraw for NetGraph is called
Block developer & contimes convars
Block render.CapturePixels while main menu is open
Fixed crash when models try to access OOB vertices
CreationMenu validates the panel it tries to parent to
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Fix NavMeshAgent.SetAgentPosition not working
Add NavMeshAgent.UpdateRotation option, NavMeshAgent.GetLookAhead
ResourceControlWidget allows drag drop cloud assets
Particle Layer now dynamic on all shaders that use it; now toggable via material property block
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Make game resources compile again when saved
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty