244,582 Commits over 3,898 Days - 2.61cph!
Make the sign painting UI follow the UI scale option
Fix soft brush texture not set up the same as the other brushes (made RGB all white so only alpha changes)
Fix wooden barricade missing default layer check when placing
- add new default volume check and ignore other wooden barricades
Fix incorrect paint texture resolution for landscape and portrait picture frames
merge from quickmove_stack_fix
Manually fix bounds of wood double barricade being too small in X direction
merge from fix_mixing_table_save_scroll
merge from fix_f8_menu_update_text
merge from techtree_workbench_multi_access
merge from WindowCraftTime
merge from HorseArmourPenalty
merge from signs_io_ui_fix
merge from shop_weapon_attachments
Fix undo system not setting next action for snapshot on redo, causing undo to be incorrect after a redo and new snapshot
merge from io_seismic_sensor
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Fixed round timer not being networked
Rework Respawn() a bit
Add analytics for how long the server took to save
Add gizmo to TeamSpawnPoint
Don't auto-respawn during rounds
NextRoundDelay, TeamEliminated
Some docs
Rename test game mode
WaitForPlayers
Main cannon attack improvements
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Freeze players in freeze time
Refactor game loop, basic round status HUD element
Bump MAX_LOGGING_MESSAGE_LENGTH to 4096, matching main
Fixed warnings on changelevels on 64bit builds
Split up game mode events into pre / on / post
Fish bait value changes:
-All fish based food now has no bait value and cannot be used to catch more fish
-Raw Bear and Wolf meat is now worth 10 bait (was 5)
-Raw human meat is now worth 10 bait (was 1)
-All berries are now worth 1 bait (was 0.5) and can be stacked up to 5 times as bait
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GameMode boilerplate / simple rules
Added basic .editorconfig
Testing game mode prefab, add spawn points to fps_testing.scene
TextRenderer: Add TextAlign, FontWeight, FontControlWidget, remove OnPreRender
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env_screenoverlay SwitchOverlay forcing overlays on when the entity is disabled
Fix clicking a TextEntry sometimes setting invalid caret pos
Crush viewmodel move speed when slow walking
Crosshair changes
Can hit with melee weapons now
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Change crowbar to be trenchknife instead
Removed unused fonts, changed weapon row style a bit
Made footsteps more rhythmic
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Fix NRE for weapons that don't have shooting
Add WeaponData.Price
Add basic idea of teams, hide non-friendly player markers for now
AssetInspector supports multiedit GameResource - resolves #5532
Disallow unequipping current weapon, add run hint
Add knife weapon (can't hit with it yet)
Fixed not being able to inflict player damage
Normalize WishMove so moving diagonally isn't faster
Adjusted player movement speeds
Expose some player properties for designers
Cleanup, remove sprint
Add slow walk, no footsteps if slow walking
ScreenPanel should render ZIndex lowest to highest, matching all other UI behaviour - fixes Facepunch/sbox-issues#5462
SkyBox2D protect against null skybox - fixes Facepunch/sbox-issues#5569
Multi-edit works on [TextArea] properties - fixes Facepunch/sbox-issues#5556
Library projects get base project reference, matches compiler - fixes Facepunch/sbox-issues#5547
Added the ability for more than one lure item to be used at once when fishing, applied to worms and grubs up to a maximum of 3
This means that a stack of 3 worms and grubs can be used to catch high value fish
Applies to fishing rod and trap
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