250,201 Commits over 3,959 Days - 2.63cph!
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Linear slop is 0.03125 in sbox
Add terrain to cubemap fog scene
Update to latest, update vpc, wrap any izabu changes in SBOX defines
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Play a sound when changing fire mode and keep the indicator icon enabled when switching to other items
DoPrepare - Apply the new ignored layers
Ignore item and ragdoll collisions vs. bikes
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Remove ProjectConfig.Tags
Add Package.UpdateValue( key, val )
Add debounce to Package.UpdateValue
Add SerializedProperty.Create()
Can edit some asset properties inline
Moved lighting to its own prefab.
Use new'ish emission fresnel on Fluor fixtures.
Fixed clipping decal.
Heater mat tweak.
Added shadow proxy to sbl_garage_door to fix heavy light bleed.
Heat shimmer to prop heaters.
Some heater_floor material/texture tweaks and MIP adjustments because emissive UV islands are packed too tight.
Base prefab lighting tweaks to match.
Fixed off variant prefab not actually being off.
Off variant used on the second floor garage.
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point_viewcontrol only gives invincibility if it freezes the player
Fixed water for leaking to the world due to resetting clipping on disconnect
garrysmod-issues/issues/5925
Remove step results from physics interface, no longer used
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Update .sbproj
Fixed Looping variable not working properly
Bunch of error fixes from last 2 playtests
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Make BaseDropObject public so it's accessible to editor tools
Added "Import Spritesheet" button which opens a blank import dialog
Merge branch 'main' into spritesheet-importer
Merge branch 'main' into spritesheet-importer
Merge branch 'main' into spritesheet-importer
TextureAtlas.FromSprites orders list by name so order doesnt matter
TextureAtlas.FromSpritesheet re-orders list so order doesn't matter
Merge branch 'main' into spritesheet-importer
Create SceneWorld thru EditorUtility
Created SpritesheetPreview widget
Created SpriteRenderingWidget as a generic for SpriteEditor and SpritesheetImporter to both extend
Import settings control widgets
Import Settings Groups
Importer window shows importing image
Remove unused shaders and renamed main shader & material to "sprite_2d"
Spritesheet Importer Overlay Buttons
Fixed transparency issues with spritesheet importer
Fixed origin/attachment materials
Created sprite_sheet_grid which draws over the spritesheet import preview
Update sprite_2d vmat initial variables
Attempt at grid shader
Spritesheet Importer Window UI
https://files.facepunch.com/CarsonKompon/2024/July/04_18-39-ImperturbableCorydorascatfish.mp4
Remove debug logs
Remove some other un-needed stuff
Add SpriteSheetRecf to SpriteAnimationFrame
TextureAtlas class now caches the atlas itself instead of just the texture
Created TextureAtlas.FromAnimation which respects sprites *and* spritesheets
Spritesheet Import Button which saves image+rect data to the selected animation
Timeline optimizations with respects to spritesheets
FrameButton supports spritesheet frames
Preview now supports a supplied rect
SpriteComponent now supports sprites with spritesheets
Improve TextureAtlas caching
Support sprites that aren't square aspect ratio in the Sprite Editor UI
Imported some more spritesheet test assets
Fix spritesheet size being used instead of rect size for spritesheet frames
Update Frame List automatically after importing spritesheet
Remove Spritesheet Overlay
Update player and example scene
Fix SpriteFlags not applying OnStart
Timeline optimizations with respects to spritesheets
FrameButton supports spritesheet frames
Preview now supports a supplied rect
SpriteComponent now supports sprites with spritesheets
Improve TextureAtlas caching
Support sprites that aren't square aspect ratio in the Sprite Editor UI
Imported some more spritesheet test assets
Fix spritesheet size being used instead of rect size for spritesheet frames
Update Frame List automatically after importing spritesheet
Remove Spritesheet Overlay
Update player and example scene
Fix SpriteFlags not applying OnStart
Detect hand tracking, if not available (meta runtime) fallback to /input/grip/pose
Update Facepunch.XR to 915dcf5
Fix poses not working if you didn't have fully tracked hands
Save off system properties when we make the system
Debug utils extension is optional, only do hand tracking stuff if we have it supported
Log enabled API layers
Don't exit immediately on fail, becomes confusing
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