126,393 Commits over 4,171 Days - 1.26cph!
Allow the other way around and let any graphic object declare itself as the placeholder
- a Text object sent after an InputField can define `placeholderParentId` with the ID of the input field to make itself the placeholder without having to ensure the child text is sent before the input field
Rename placeholder -> placeholderId
Add support for input fields to assign a placeholder graphic manually
- up to the server to ensure they send the placeholder text (or image?) before the input field is sent (can be same RPC, needs to be ordered correctly or will print warnings)
Ignore debug.invis admins when checking PuzzleReset (contains compile errors from /main)
merge from /meta_shift/loot
Players no longer spawn river side - resolves spawning inside rivers on all known problematic seeds+worldsize
updated shore_crate to match player spawn locations
Combine duplicate HTTP headers with a comma
Added Panel.SetTextHidden
▋▋▄ ▇▇▋ ▊▇▌▉▋▋▉ ▇▉▆▍▅█ █▉█▇▆▍▉▋▅ ▍▅▌ █▅█▌▇▄▇▉
Add `debug.print_topologies` command to print out which topologies are present at the location of the player
scientist_boat_ai -> naval_update
Add 'effectquality' convar to set the mipmap override level for the "Effects" mipmap group
- add simple wrapper for all mipmap groups
Apply shelf
11387 for Flavien
Assign all textures in the effects folder to the "Effects" mipmap group and enable texture streaming
Add mipmap group for effects
Time slice tile rebuilding that happens on main thread
Remove logs
Add back avoidance
Switched TimeToWipe to a syncvar, removed the network update and let the clients calculate their end of wipe weather lerp
Deep sea wipe convar are replicated
2/? (plastic being plastic)
Switched TimeToWipe to a syncvar, removed the network update and let the clients calculate their end of wipe weather lerp
Deep sea wipe convar are replicated
1/2
merge from modding_ddraw_perms -> main
Updated TTT
TTT: Added optional translation parameters when adding radio sound names (Community Contribution)
Try to work around infinite loops with WaterLevel()
Refactor how Lua trace filters are loaded to remove code duplication
HTML panel ConsoleMessage improvements
* Make HTML.ConsoleMessage behavior match better that of DHTML
* Added [Warn] [Error] [Debug] prefixes to console messages output by HTML panels (when appropriate)
* DHTML no longer overrides console.log for CEF panels
* Added HTML.ConsoleMessage severity argument - possible values are "log" "warn" "error" "debug" (chosen to match the JS functions that produce the event)
Rename npc_tf2_ghost to nb_example, and move it to Sandbox (from base)
Rename npc_tf2_ghost spawnmenu entry
* (this is separate on purpose)
Fix admins not able to run ddraw commands locally
- add `ddrawother` command to test server sending ddraw.text command to player
Bunch of parenting fixes.
Disable triggers in edit mode.
Cache once.
reduced opacity of chainsaw additive rumble animation
merge from main -> modding_ddraw_perms
Proper model for improvised_walkway_roof_tarp_300x600_a
Merge: from storetakeover_icons
- Converts more store logic to use dynamic bundles, reducing ram usage
Tests: took memory snapshot in stnadalone build for Store and Home pages
rpg incendiary ammunition model with lods, textures, material
merge from crosshair_customization
Make the code in the export popup selectable
Bugfix: UI_Store - preserve which tab was opened when UI_Store is closed
Tests: navigated to and away from store in Editor
setting up minicrossbow 3p anims
Fix colourpicker enable bug, fix texture clear button
Clean: remove TODO that turned out unnecessary
Tests: none, trivial change
Update: UI_StoreItemGrid - allow grid to initialize it's tiles multiple times in a row
Tests: clicked between various tabs on the store in editor with bundle backend
Update: UI_StoreTakeover - Do not instantiate textures when loading from dynamic bundle
Lets us avoid destroy calls, since dynamic bundle unloading destroys things automatically
Tests: navigated to the store page in editor with bundle backend
Bugfix: ensure dynamic bundle tracks subscriber count accurately
This was causing the bundle to not unload in the updated flow
Tests: navigated to store in editor with bundle backend
Logo update for charity plushie 02
Finally! Working 360 degree avoidance (sixth attempt at avoidance, seems to be the final version!)
Stop NPCs on the boat from being targetted as enemies (boat would drive around in circles trying to get close to a passenger)
Fix Y values screwing up our targetting vector logic
Obstacle system was transforming direction when it didnt need to
Fix loading code not assigning navmesh wrapper to the ptr after creating it, fix null tiles not being handled properly
supplied collision mesh for triangle hull block, updated prefab collision scripts
Implemented code review feedback, including
- Swap cancel & action button positions
- Put Crosshair settings above Interaction in the UI settings
- Fix code being uppercased in the text field when exporting
- Various smaller cleanup bits
merge cherry_pick_iteration_speed to main
Cherry pick interation speed prefs