242,414 Commits over 3,867 Days - 2.61cph!
Fix ToolTips in GameModal
Engagement tooltips display on entire entry not just icon.
Games with LaunchMode "QuickPlay" will only display the one play button (since both would do the exact same thing)
Implement tile art, each layer has a different color
Graph editors: align everything to grid
https://files.facepunch.com/ziks/2024-09-02/sbox-dev_dBWkMgscnh.png
Scene.GetAllComponents() is pure
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More work on a built-in copy pasting tool:
You can now set two positions to select entities, forming a boundary for precise selection
Added a basic set of commands running on your current selection like save, cut, kill, print, cancel
(very wip)
Added HasBackface to Quad Primitive in Mesh Editor
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Add To String (Format) node
Facepunch/sbox-issues#6341
Fix Facepunch/sbox-issues#6341
Add default implementations for INoiseField.Sample( x, [y] )
removed camera offset in viewmodel anims, enabled viewmodel renderer
merge from wortld_update_2/dpv_fixes
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Leaderboard backup, run #
13636
Merge from world_update_2
Merge from waterwell_update
Merge from world_update_2
Merge from waterwell_update (for initial playtest)
Fixed NPC shopkeeper not respawning
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Manually reimplemented the vending machine changes on this branch
Allow a bigger range of angles before considering a wagon collision to be a side hit. Fixes not being able to push wagons that are parked on relatively tight corners
Fixed pushed wagons tending to zoom away when a heavy locomotive pushed them. Now limiting the velocity change based on the speed of the closest colliding train.
Merge from parent (many merge issues, will need some fixing)
Don't use rigidBody.velocity for trains. It's always zero (kinematic). Now passing correct velocity data.
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HCR attack prefab & related files.
Merge from world_update_2
Humans: actually link the staging animgraph
Humans: v2 staging VMDL & animgraph
Fix Enter key not returning the same name across all languages
Use a state machine to control the whole thing, make it into a prefab
Add some libs, add Zone from HC1, start framing out SceneLoadVolume, new home scene
Temporarily display active abilities on the hud
Created basic setup for static planter box:
Will grab all available sockets at startup, pick a random plant from a list and spawn them on the traditional deploy sockets
Fix broken style
Lobby list cleanup, list view aspect
Radioactive water~
Looting player will now be irradiated whilst looting a dead/alive player that has large amounts of radioactive water on them (this only happens in the looting window)
Items now have some standardised methods to look for radiation amounts. For the time being these are only > 0 if the item has a ContainerRads item mod
Much cleaner routing through BasePlayer-Client.Looting as well as LootableCorpse
New file to specifically deal with these radiation changes on BasePlayer
Splashable now uses new methods
Route radiation check updates through PlayerLoot::SendUpdate to further prevent unneeded calculations
Show package using cached version
Add Application.IsVr
Add Sessions to PackageUsage
Add TimeSpan.Humanize
Add MenuUtility.CloseAllModals
Break game modal up to managable components
https://files.facepunch.com/garry/3419ba7b-7e50-4b5c-a727-3e315fb4dffe.png