243,633 Commits over 3,898 Days - 2.60cph!
Change asset.party org
Merge branch 'main' into spritesheet-importer
Reduced serverside max steer angle to a more realistic maximum
Swapped right indicator use flags that are actually free
Setup hazard lights on pull over
Prevent explosives from being able to be placed on the vendor
Fixed issues with right indicator
Add FlashColor and FlashAmount to SpriteComponent
Fixed sprite editor rendering the sprite with flash on
Implement IsLooping on SpriteComponent
BroadcastEvents pass the SpriteComponent as argument
Added OnAnimationComplete action to SpriteComponent
Update README.md
Merge branch 'main' into spritesheet-importer
Fixed DNumSlider reset to default via MMB not functioning correctly
Entity.GetBodyGroups returns "empty" for submodels with no meshes
Added Entity.GetFlexType ( id ) = string
Returns model defined flex controller "type" or the group
Added Color:Lerp( target, frac )
Small changes
* Fix DForm description
* DNumSlider.SetEnabled also affects its DLabel
* Finger poser and Faceposer correctly rebuilds UI on loss of entity
* DLabel.SetDark disables SetBright, and vice versa
* DLabel.SetHighlight always overrides SetDark AND SetBright
Added string.NiceName & use it for bodygroup names
It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function.
IMaterial:GetColor returns an actual Color
Disabled DLabel has faded out colors
Fixed file.AsyncRead erroring after Lua shutdown
Faceposer flex groups
The groups are defined by the models themselves.
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Player marker will show for enemy players under certain circumstances, with minimal info
Merge from runtime_profiling_update_markers -> main
Add script execution time for Update(), LateUpdate() and FixedUpdate()
tdm map
added more spawns
added minimap
Merge branch 'main' of sbox-hc1
Added wallpaper conditional models to all stones building block prefabs
Damaging wall removes attached wallpaper (only one hit atm)
Set last wounded start time when handcuffs are broken out of
When spectating and the viewer dies, move to next player immediately, fixes #133
Fix voices showing up for disconnected players
Improved detail size on some cliffs. Reworked eroded edge
Fix handcuffs appearing unlocked and held incorrectly in third person and for other players after a downed handcuffed player is revived.
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feedback for the license plates. reworked composition in storage warehouse.
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Moved asset.party to sbox.game
Fixed Normal Scale display in inspector
Fixed texture tiling/offset not working (deferred decal shader)
Add back offline mode support
vm_screen atlassed emissive
Clear ragdolls at a sane time on cash grab too
Add gamerule for defining what we do with player ragdolls
Style tweaks
Rss + cleanups
Added "Alpha Source" option to allow separate alpha map on deferred decal
emissive tweaks. less ring around the indicators
merge from doorcontroller_fixes
Fixed pulsed door controllers ending up in the wrong state in some cases
Added inspector foldout for in-place editing of the material assigned to a deferred decal component
Added normal scaling to deferred decal shader
radtown redux set dressing progress backup
Tidy player/state GameUtils and usage
Can view s&box team news posts at normal URL
Link to platform news
Fix PlayerState.Pawn not networking correctly, hud not showing
Reduce base dry fire delay
Only use supported game modes in our map pool, instead of all of them
Fixed IOEntity editor tool spawning wires with missing materials