13,492 Commits over 1,522 Days - 0.37cph!
Fixed up styles in Hammer Status bar and Input/Output window
Animation style properties (unimplemented)
Fixed client not knowing particle names
Simplify switching to local api
Icon showing updated within last day
Package Updated/Created is DateTimeOffset
SceneSystem - ignore objects with invalid bounds
if it ain't in this spawn group, how can it be in the pvs?
Fast return if setting model but model didn't change
Fix menu exception when gameicon doesn't have info yet
ContainsInterpolationVarsForPhase return false if rendering
Upgrade "Use IDictionary<{1}, {2}> instead of Dictionary<{1}, {2}>" to an error instead of a warning
Ignore ResetLatched in IV_PHASE_RENDERING
Populate main menu screen with trending games
Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties
Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway
Recompile sbox_glass
Remove usage of PropertyAttribute in Decal asset
Citizen/unicycle: fixed a couple mistakes
Citizen/unicycle: updated balance sequences
Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals
Citizen/unicycle: added sequences for fast pedaling and leaning
Tools doesn't need its own package query function
Force CBasePlayer transmit always
Fix NRE when deserializing a dictionary that ends up with a null key
Citizen: updated unicycle pedaling animation
Remove engine break commands code
Documentation and other minor code adjustments
Prop gibs now inherit material group
Delete engine break commands, and replace some useful ones with c# implementations
Merge branch 'master' of sbox
ModelDoc: Give the user a chance to copy a model into an addon dir if they try to import a model from outside an addon dir
Fix caret position on newline characters
Previous fix missed an edge case and did not work with emojis, hope this way isn't shit
Fix up/down arrow caret navigation on multiline inputs
Fix CheckBox not pulling package meta bool binds
Fix map & resource path lists shrinking in addon editor
Fix out of range exception
Adjust input settings layout to scroll
Input settings style tweaks
Remake multi select combo box for enum flags in pure C# (needs styling)
Add multi select combo box, use it for enum flags in property editor https://files.facepunch.com/layla/1b0511b1/sbox-dev_bxdOgE3sui.png
Street name - two variations of street name sign designs
Merge branch 'master' of sbox
Animgraph: Hook up num frames, frame rate and duration for clip properties
Animgraph: Clip drag drop creates single frame anim node for anims with 1 frame
Animgraph: Handle selection changed in anim clip widget
PathPlatformEntity properly resets its LocalVelocity
Also warp the platform to the first node on spawn, and prevent infinite velocities
Move IModelBreakCommand stuff to a separate file
ent_fire tells you when it failed to find any entities to fire an input on
Animgraph: Add option for default network mode for newly created nodes https://files.facepunch.com/layla/1b0411b1/sbox-dev_jelIpRdlUW.png
Animgraph: Add animation clips window to easily drag in animation nodes https://files.facepunch.com/layla/1b0411b1/432432.mp4
Accidentally removed ripple collision, let's put it back
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Tweak ripplecompute, clamp collision and ripple size
Clothing: updated all LOD switch distances to 0/10/20/40
Clothing: updated LODs on Jeans
Citizen: added bone culling (with prefabs) to LOD 2+3
Citizen: fixed vertex normal seams on LOD3
Fix mistake when converting degree to radian for set float particle function
FPArms: cleaned up materials + prefab changes + added bodygroups to hide arms / show debug gizmos for hold bones
ParticleEditor: Convert from degrees to radians for attributes which are angles in C_INIT_InitFloatCollection
Updated env_shake with volume support.
FPArms: completed initial implementation of hold_* adj. parameters for both pos & rot
FPArms: Hold adj. pos layer translation source is now performed in parent space + condensed in one sequence
Updated ladder tileset: vis exclude on parts + no collision on curve top