248,620 Commits over 3,928 Days - 2.64cph!
Minor mat tweaks for other TODs
Optimized the crap outta these texture parameters.
Did something minor to the prefab that I already forgot what was.
Cold fume timings.
Destroy ragdoll between rounds
Organized files & moved only those that we use out of the test_material folder.
Car radio can now be picked up with a hammer if you are authorised on the car's codelock (or the car doesn't have a codelock)
Disallow sending voice packets unless fully connected
Try to mitigate server reconnect spam
Also reset owner SteamID in more places
don't throttle loopback connections
Minor code cleanups
More minor cleanups
Check allocated edict count before allocating more
this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
Fixed build warning spam due to duplicate files in project on Linux
Make Entity:IsOnFire return false instead of nil
Update .gitignore & build related things
Build Linux game with Steam Runtime
Subsurface tweaks & slight shifting around to make the block>base transition less seamy.
Moved SSS profile to the Iceblock folder.
hoover_a + trimsheet normal additions
Fixed build warning spam due to duplicate files in project on Linux
Make Entity:IsOnFire return false instead of nil
Update .gitignore & build related things
LOD tweak.
Shadow proxy setup to mitigate TOD flickering.
Added BindRendererBounds for SSS
Ice material tweak
Wall blend tests for ziggurat. More work on walkway kit. Set dressing.
Update: Delete the symlink on end of test run
This was previously causing deletion of blobs on unity close/open
Tests: ran LoadProcTest couple times
Don't bother using the menu scene, just get into the game!
Fixed SMG being backward
Fixed big bullets bug, fixed crosshair, add effects when taking damage
assigned impact effect to WIP effect
Add doc comments to navarea component
Make new PhysHsape.UpdateShape functions internal
Ensure IsGenerating flag is cleared if navmesh generation fails
New gun sounds, reload sounds, reload sound sticks to the gun, fixed muzzle offset
Move crosshair into its own component on the player - add hitmarkers
Play sounds when inflicting damage / taking damage
Do TextEntry placeholder without a separate label, simplifies and makes placeholders/prefix/suffix all play nicely together
also fixes Facepunch/sbox-issues#7060
Add support for caret-color css property, default to text color
Tweak caret appearance, avoid nasty subpixel blur
Add a bunch of safety checks, utility methods and convars
Upgradable items can now alternatively use the upgrade item as upgrade cost, instead of the item ingredients.
High externall walls and gates use the upgrade item as cost.
updated wooden shield viewmodel animations so the arm is visible and tweaked position of the improvied shield in its viewmodel prefab so that it works using the same animations
Only show rows when we need em
Added train ambience to main menu, camera slightly bumps every once in a while
Remove unneeded GameObjects from Main Menu, clean up Hierarchy
Removed existing Ui folder
Added new UI folder with updated folder structure, fixed a bunch of UI issues and did various optimizations
Don't save over save file when loading into a level from the main menu instead of from save file
Fix pause menu black square in levels
Added Button Icons
Made Save Slots larger in Main Menu and give more info about the player's save
Get rid of ICardDisplay, just have Card.Positives, Card.Negatives text fields
Add RpcAttribute, RpcMode
Remove codegen from AuthorityAttribute
Instanced rpcs
Expose transmission
Rename NetTransmission to NetFlags, hide RpcMode
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Rename Unbuffered to SendImmediate
Reload sound, new gun sound
Can modify gun shoot sound
Update Game Manifest for Medieval Barricade
Created Medieval Barricade Icon
Setup Medieval Barricade Icon on Item Prefab
- Added some small extra stats to the side
- Further Localisation
- Profiling
Attempt to use static nav generator pools again
merge from ice_sculptures
Can modify weapon model with modifier, moved weapons to center
Merge from auto_cpu_affinity
Conflict resolution, use stat for this too
Added Medieval Barricade Model, Textures, Materials, LODS and Colliders
Created Basic Medieval Barricade Prefab
Setup Basic Medieval Barricade Item Prefab
Move initial stuff into stats container, add damage modifier