244,583 Commits over 3,898 Days - 2.61cph!
Switch handcuffs to use BaseMelee
WrapTextureToSelection with shift-alt-rmb https://files.facepunch.com/layla/1b2011b1/sbox-dev_MA50eCo78d.mp4
DragAssetData.Parse: Resolve local asset before attempting to make it a package ident
Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can now turn it off)
Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now)
Json.SerializeAsObject (GameResource serialization) supports [JsonInclude] on non public properties. Deserialization already supported it.
Add Hand, HandPreset system from Gunbuilder
Create Player Prefab
Create other needed prefabs (Ball, Paddle)
Start designing player class
Fixed barrier prefab being movable
Start writing a bunch of code for holding objects w/ hands (based off Gunbuilder, goal of cleaning it up for a lib)
Re-added dryfire and attack states (for AK vm cam reset)
Change how escape button works, so it has a set path from game => menu -> tools
Input.EscapePressed is no longer accumulated
Input.EscapePressed has a setter, so you can prevent it doing further things
Break game window focus in editor if escape is pressed
LR300 vm cam anim tweaks - reduced movement for deploys
▇▉▆▋▄▄▌▍ ▋▉▅▆▇▌▍ ▉▊▍▊ ▆▌█▅▊█▌ ▍▋▍ ▅▇▉▇▉▍█▆ █▊ ▍▍▋▅▍▌ ▇▋▆▄▉ ▆▇▌▇ █▌▇▊▇▅▅▅▍'▊ ▅▊▍▋ ▍█▇▆▇▋▆▅, ▇▆▋▄▄▋▊█ ▌▍▋ ▍▄▄▅▊ ▄█▋▌▌█▋▆█ ▍▆▉▅ ▄▄▄▅▇▉▅ ▌▆ ▅███▌ ▆▍ ▍ ▋▌▇ ▋▅▌▍
Re-applying
97361 changes after Plastic merge fuckery
Merged main into wiring_near_vehicles_fix
Get rid of occlusion on all sounds
WIP wizard
Fixed issues with scrap4sale in bandit
Reworked the underwater base glass to be in line with the other underwater changes.
subtracting
97607 wiring_near_vehicles_fix - broken prefabs
Fixed weird merge issues
Fixed scene not being pushed
Merge main - that was a pain
Zombie prefab
Temp spawn zombies through prefabs
Zombie Thing
Viewmodel initial code setup.
Protobuf.
Serialization.
Debug logging.
merge from io_seismic_sensor - Art placeholder
merge from searchlight_fixes
Tweaked rockets vibration level
correctly assigned materials to .worldmodel.prefab and .entity.prefab
Green/red light behaviour
Name and description
Recipe first pass
Updated placeholder model and icon
Merged main into io_seismic_sensor
Scene Project Start - move all code to another folder for reference, create a basic scene map (https://files.facepunch.com/tony/1b2011b1/sbox-dev_0EoXrWDBgh.png)
Use sphere traces in UnicycleController (#64)
Add move history gizmo to UnicycleController
Shows path, velocity, ground trace normal
Merge from hackweek_renderlod_collapse
merge from hackweek_renderlod_collapse
merge from boombox_toggle_fix
merge from wiring_near_vehicles_fix
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC
No real visual change but moves the heavy processing to after the player has visually died
More thorough profiler coverage over the life infographic section
Added attack and dry fire states to prevent admire motion carrying over
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene
Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
Leaderboard backup, run #
11898
Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing.
Will need a global S2P to take effect everywhere
Fixed missing launch site HLOD generation
Sidecar bike setup, visual and physical, WIP
Auto run and toggle crouch will now hold their state when the player opens the chat