249,476 Commits over 3,959 Days - 2.63cph!
Moved box into the other corner (looks better on the above ground carts)
Use oblique near clip plane trick for water reflections
Fix NRE in NavMesh Dispose
Optimize culling in navmesh debug draw
Hook up Package.Data
GameModal now correctly uses GameConfig from backend
Fix "no screenshots" being thin
After purchase, keep refreshing until we have the item
Indicate when you already own items
Asset Browser: Show 'Open File Location' in context menu when searching too
Asset Browser: Disable flat/recursive toggle button when searching or in meta location
Restore AssertNoGraphErrorsInScene test
Fixes #1709
Fixing LOD3 and 4 materials for Catapult
Scores component, game_loop prefab that is spawned instead of manually creating components
Lazy-initialize NavMesh GeneratorPool
Sounds
kill feed
Pickup UI
Give each scene dock a unique name and fix load order so we maintain layout positions
Move window layout to project cookie, will fallback to importing from editor cookie for now
Expose BoneCollection / Bone to ActionGraph
Fixes Facepunch/sbox-issues#6878
jungle skin prefabs setup progress - floor frames, wall frames
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DontDestroyOnLoad for GameLoop (handles transitions through scenes, ArenaManager handles the current round)
Initial setup:
- Created filtering methods for:
- Recent x purchases
- Best sold item
- Best x sold items
- Best x revenue generating items
- x time period sales
- Peak sale hour
- Total sales
Bump DMX memory allocator limit for 64bit builds
Fix crashes in 64bit particle editor when editing anything
Fixed particle-related crashes
Add command to make admin invisible
updated viewmodel mini crossbow anims
Be very careful about when we load assemblies in LoadNetworkTables
Facepunch/sbox-issues#6984
Only warn once if Json serialization happens during a hotload
Facepunch/sbox-issues#6984
Ensured towing visuals delete properly when the towing joint breaks
Fix memory leak in navmesh builder
Fix catapult animator init mismatch between client/server
Set all siege weapon recipes to require 1 ingredient each, so nobody freaks out on reddit when seeing the placeholder values I pulled out of my arse two months ago
Balancing will come later
Merge from ai_wolf_iteration
Catapult projectile throwing LOS checks
Prevent projectiles being fired through constructions and such
Added a server collider to the catapult arm
Tweaked projectiles radius
Remove unecessary includes
Fix wolves facing the wrong way when moving, and sometimes spinning when they start to move (new issues highlighted by async pathfinding)
Fix wolves hovering slightly above ground
Decrease await delay when checking for recording finish
Internal intersect events on physicsworld, no one should need them
Make use of InvokeWithWarning
Catapult animation client/server sync
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet
Don't return components on objects that are IsDestroyed
Humans: skinning updates
VR: init g_pVrSystem before finishing material system setup
VR: check for headset in PreInit() instead of Init()
UI: Expose UI.WorldInput.Hovered inside WorldInput component
Upgrade remaining old vmdl files so I can delete all this legacy model code
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Add Distance and Falloff to Voice Transmitter
izIsSoft changes
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Fix clothing using the wrong skin
Fix HasUnsavedChanges being sucked into GameResource
GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC)
Change prefab icon color
Add GameObject.GetPrefab( string )
AssetBrowserLocation tracks location type (code, assets etc)
Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog
Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic
Asset Browser: Improve navigation outside of project tree
Path widget only displays what can fit instead of freely growing, hide rest behind flyout
Ignore calls to Scene.Parent.set
Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing
which they do - like when creating attachments
Add GameObject constructor which takes a parent
Expose PerChannel<T>.Get and Set
Print a list of new items in console after check out
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Asset Browser: streamline navigation flow
Asset location presentation tweaks, improved path handling
Initial path widget width because it starting off small is so very annoying
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Fix warnings
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
Can DrawInstanced a number of instances without uploading data
Remove unused asset browser node type
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing
When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing.
They now correctly draw nothing if an empty Enumerable passed.
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Merge branch 'master' into navmesh-dynamic-obstacles
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Ice shader update, smoother edge detection, parallax, and some frost on top
Spread navmesh obstacle updates across multiple frames
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Enabled instancing on all materials.