254,389 Commits over 3,990 Days - 2.66cph!
Animgraph: Add modelspace blending support to Add and Subtract nodes https://files.facepunch.com/layla/1b1011b1/sbox-dev_DkWD1KYUFD.mp4
FPXR update, new actions manifest path format, temporarily remove knuckles bindings
Start moving over to subactions for per-controller input context
'pipette' command can now copy items skin
'selectitem' will also try to select item with the same skin in your inventory
Added client flags for braking, pulling over and lights
map updates - mid rework
added extra deathmatch spawns
Expose overall stock
Swap vendor check to a distance check
Expose refill time
Set vendor up to just have 1 of each item
DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations
Strip down input stuff, we can just do everything by path
New actions manifest format
Change the way we handle bindings and actions
Expose refill time
Increase brake power
Reduced check radius
player update. 3p updated chainsaw anims exported
- correct WaterFactor handling with eye height
- corrected deployable spawn orientation
- driving animation with throttle input
Switched method of equipping
Context menu UI to add / remove inputs / outputs
Fixes Facepunch/sbox-issues#5625
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Fixed incorrect patron wait condition
Fixed a potential OOB error when clearing wires
Added CallsPerSecond attributes on SeismicSensor, Electrical Branch and WireTool RPCs
Codegen
fix for 3p captive struggle anim not working
Spawned vendor now points in the direction of initial travel
Client stop targets discarded
ParameterDefinitionExtensions.With order test, actual fix
Added vendor fronts to new WIP model
Removed DDdraw's
Removed redudant ServerInit in vendor front
No fall damage if noclipping
Restyled developer menu to categorize properly
Implement Input::GetVector2ActionState
InputDigitalAction -> InputBooleanAction, move Input initialisation into instance and link session afterwards
Don't use blur on pause menu
storage building large progress
Add drop shadow to crosshair elements, add game settings for dynamic crosshair, crosshair dot
Expose crosshair distance, length params
basic color editing for crosshair
Show belt items as locked to make it clearer you can't use them when handcuffed
ParameterDefinitionExtensions.With order fix
Unsubscribe from OnTeamChanged in PlayerId.OnDestroy
Added dev command that'll drop the player's audio listener until they hit the button again, good for testing footsteps - adjusted soundscape volume
Expose ability to update footstep range globally, turn off occlusion on them
Add a priority of 10 to ChangeAttribute. Change logic will be done before Sync Var logic, ensures we can get the old value properly. This should fix recursion in change callback.
Add Priority to CodeGeneratorAttribute - allows you to specify priority. Higher priority means the target method/property is wrapped first.
Bomb plant radio originates from the correct player
Add some debug logs to track down this player marker shit
Sorted wheel values
Vendor moves as expected again
Wrap SendSpawnConfirmation call in !IsProxy check so we every player doesn't confirm it
Protect against NREs in a couple of places