244,614 Commits over 3,898 Days - 2.61cph!
Added player movement tests: checking basic character controller features like walking, sprinting, jumping and crouching
Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
Added collectible tests: spawn every collectible prefab in the game and check that they can be picked up
Material tweaks
Player / key / exit / treasure / enemy spawn points
Vendor can now be stopped by a player gesture
Used a state machine instead
TestParameterSource field and property support
PageHero component, settings page design
Holdables, holders, throwing
https://files.facepunch.com/ziks/2024-05-08/sbox-dev_FU4lcevVPQ.mp4
Setup sell orders properly
Add targetting system
Added TestParameterSource attribute to allow dynamic parameter sources for tests
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
Fixed up the USP's attachment points
Crude version of ejecting casings when shooting, and when pulling slide back manually
Should've fixed PostDeserialize error for mags
Add convars to scale damage by region (head, torso, legs)
"Fix" existing armor convars to scale damage instead of armor (50% armor * 2 = 100% armor isn't useful)
EnumControlWidget: Use Title instead of Name in PaintControl
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared
More adjustments for screenspace shadowing, fix valid hit test always returning true
Fixes to restore some old and intended behavior, additional documentation
Change Matrix memory management to match Vector/Angle
This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks.
Hammer: Fixed "Point At" writing to "angles" instead of the selected KV
Do not run animations on prop_prisoner_pod if its empty
Apparently it has "high network usage".
Do not fully disable the crosshair if player is dead
This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default)
Fixed a memory leak with serverlist.Query
Fixed the tables being flippable
▍▊▋▇▋ ▋▆▊▋▄▌▍▅▋▊ ▍█▅▇▅▅█▊▊ ▄▅▌▊▇▅▄ ▊█▄▇▋
Fixed weird grabbing behavior
game-tile component css
page header styles, social bar, game tile
use textentry for chat
party group & side nav tweaks
Added building pieces for TriggerInteractable
Add big_button.vmdl_c, version of our button that has bones
Added hover interaction type, doesn't require input at all (https://files.facepunch.com/devultj/1b0811b1/sbox.2024.05.08.12.02.09.mp4)
README: Link to docs, remove old docs, unrequired prerequisite
Vaulting
https://files.facepunch.com/ziks/2024-05-08/sbox-dev_gXZCNR8dql.mp4
Final commit, time based fading
Add GameTransform.DisableProxy(), to disable the proxy in a scope.
Create TransformProxyComponent, which allows components to override the transform of a GameObject in a non destructive way.
Fix NRE in Component.Scene, Component.Transform
Add MovingTarget component
Add BouncingTarget (same as MovingTarget, but flips distance when it reaches its destination)
Added FlipUpTarget
Add flip up target sound, docs
▋▊▌▆▆▍▋ ▊▉██▅▆▉ ▊▋▆▍▄▇▌ ▄▍▆▄▋▆ █▉▄▇▍█▌▌▇▉▍, ▄▆▅▆▄ ▆▄▅▄▌▆▌▊ ▅█ ▋▊▋▋▉▅█▊▇▄█
merge from cargo_stuck_fix
merge from ServerBulletRadiusFix
Movement aligns to grid, handles diagonal movement through corners
https://files.facepunch.com/ziks/2024-05-08/sbox-dev_znZKFeeT57.mp4
Implement trash remover component
header, game list and sidebar changes
More unfucking from library corruption
Fixed blendable shader error (restore ComputeBlendWeight method), push new compiled shader
Folder cleanup.
Initial item setup/prefabs.
Leaderboard backup, run #
11610
Various fixes, move to PrefabPreProcess so it gets run once per prefab
Add Rotation.FromToRotation (fixes sbox-issues/issues/5243)
Sprint bar timing works properly, with network sync