254,392 Commits over 3,990 Days - 2.66cph!
Update: export snapshots into separate folder
Makes it easier to build tooling for it
Tests: generated an editor snapshot
Left the wrong model enabled
Fix Popup Panels not closing when in game (but worked in menu)
Sausage toggle
cleanup and correct ref access to ref readonly access where appropriate
- SyncVar write and send methods
- Start of codegen
Lock native navmesh on creation/dispose
Fixed warning when tryin to compact a tile with no walkable triangles
WIP can use .actions in multicast delegates
Fixed .gma whitelist being different between game/gmad
Update net.lua - comment typo
Add all missing Portal 2 map icons
Use BulletGenerator instead of bullet prefab so Wood Man can have a more interesting pattern
Enemy ModifyWishVelocity instead of ModifyVelocity 🤦
Linux: Remove GCC 5 version requirement and set -std=c++20
Linux: Add original from /engine branch
Linux: make prebuilt binary of vpc executable
Linux: Skip nvpatch.exe for all projects when not on Windows
Linux: Add Linux platform to build scripts
Enemy now uses IEntityModifier to set velocity
Fix yet another incorrect coordinate space transform
Lock navmesh for queries and path finding to avoid race conditions
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
Add `give_item` command
Fix some more NREs
Fix EndFloorTrigger counting players twice sometimes
move ApplyBlend4WayLayer into StandardLayers
Better jump controls
Client head IK tweaks
Fix menu missing material
Added ItemEffectType.SpawnPrefab
Added ApplyModifierToHeldWeapon component and added Wiggle Bullets item
https://files.facepunch.com/CarsonKompon/2024/November/11_10-49-OutlandishFlicker.mp4
Fix enemy bullet damage
add blend layer support to localcoord diffuse shader
Fix org invite style
Hide orgs you didn't join yet
Added a buryyable loot container.
Use the shovel to bury, and metal detector and shovel to find and dig up again.
- BaseNetworkable & EntityComponent methods
- Remove ServerManager receive method for now
- Fill out client receive method for sync var
- Handle message case in Client.Connection
- Added attribute (toggleable client authority)
- Limit SyncVars to a set of 14 specific types
- Static helper methods
Horses can jump (wip)
Tweaked server colliders
Fix settings apply button not working
Fix storage page
- Added packet id
- Handle message case in ServerManager
- Initial OnSyncVarMessage method
Add IActionGraphDelegate.Path
Increased room/tile size, made minimap and room bound checks account for tilesize
Add setter to IActionGraphDelegate.Defaults
Update SpriteTools
Remove manually configured room bounds, automatically serialized with prefab metadata on save
InteropGen: Add IsError to resources
Model.IsError propertly detects when we're error.vmdl
Applying clothing correctly detects invalid models
Fix jeans using the wrong model location
Added TilesetComponent.GetBounds()
Updated vine tree greybox
Handbrake so we don't slide down slopes
Somewhat working gravity
Support for @ key razor attribute, Facepunch/sbox-issues#4103
Features
Update M4 recoil pattern
Only run nvpatch on windows for all C# projects that use it
Remove RoomResource, automatically serialize all that data to the RoomManager Prefab Metadata
Fix Entity, Projectile, and BulletGenerator NREs
Create .gitignore
Fix whitelist being different from the game
Baseline
Horse movements using physics like vehicles