248,620 Commits over 3,928 Days - 2.64cph!
Update collision shape on voxel remove
Implemented MoveSpeed modifier type.
Added Dart as new ModifierSource type.
Updated model
Updated backpack settings
replaced more expensive OverlapSphere->bool check only ridable horse was making with CheckSphere
- removed Physics.OverlapSphere with bool return, we have CheckSphere for that
Merge main -> Hackweek-Meals. Had to stomp a few changes, mainly UI.Ingame.LootPanels - need to re-do.
Update assault_rifle_color.png
texture change assault rifle
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Update: Annmotating ServerCacheQuery to track GC allocs
Should've done it at the start but ah well. This also revealed that Task.Delay doesn't seem to be doing much - worth investigating further.
Tests: took a recording during server list refresh - no errors and could see the samples displayed.
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Added the biro dart model as the placeholder model for bone dart.
Setup dart prefab and world model.
metal pile and fragment
Merge branch 'main' of sbox-hc2
Expose VoxelRenderer.Size, just so we can play with the size in-editor
Increase map size, replace water with a colored plane for now
vintage wallpapers update
updated materials to spec/gloss
rock update and rock fragment
Now covers all spine bones
Leaderboard backup, run #
13183
First full loop of an editable pose offset with that pose offset being applied at runtime
Only affects Spine1 right now, needs more refactoring
First pass on runtime component, still not functional
Merge from analytics_event_record_overloads -> main
Citizen/animgraph: tweaked the upper body lean layer poses to account for the change to model-space additive compositing
Tests showed missing ushort overload
Expand tests to cover all overloads of EventRecord.AddField()
Add overloads without any key for CSV
Final'ish attack prefab, but IK script is still screwing it.
Merge main -> TrainDecouplingImprovements
Change existing overloads for BasePlayer, BaseEntity, etc to use the new 2 string key overloads instead of new EventRecordField(key1,key2)
New PlayerSyncCycle method in BaseMountable sets the player position.
GameTIp error refactoring
Pulled the overlay parameter out of the command and added GameTip.SetAsOverlay instead
Removed ShowErrorToast, we now use ShowToast(GameTip.Styles.Error, ...)
Updated all occurences
Add a bunch of overloads that take two keys and concat them later with zstring instead of having to manually add new EventRecordField( key1, key2 )
Merge from gizmo_light_occludee_nre
Fix NRE when gizmos are enabled from LightOccludee.cs
Dev textures to test bindless https://files.facepunch.com/layla/1b1411b1/sbox-dev_gFgVgNzNqF.png
More fixes, expose ADS state
Uncomment bindless, NonUniformResourceIndex was needed when accessing bindless texture
Added an error when trying to upgrade a recently damage block: "Recently damaged, upgradable in {0} seconds"
public Texture.Index and texture.MarkUsed. These are used for bindless textures
Comment out bindless, we're not ready to expose it in the API
Reverted skin list before merging to main
Fix NRE on the hotbar when character is not yet selected
Remove leftover Debug Log from character select