240,168 Commits over 3,837 Days - 2.61cph!
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
stopped vm casting shadows
added 3p anims & updated override controller
Update DecalRenderer SceneObject when Size / Material is changed programmatically
Refactor adding expanded output bindings
Expand var.get output
When calling network broadcasting, can specify minimum connection state
Connection.DisplayName, SteamId is via ConnectionInfo
Reduce network debug output
Remove ConnectionInfo on disconnect
speargun entity offset fix
3p anim and override controller updates
Merge from metal_detector
merge from sky_lantern_height_fix
merge from nvg_fisheyedistortion_fix
merge from cactus_vs_scientist
merge from switch_passthrough_fix
merge from waterpump_grav_combiner_fix
Citizen/animgraph: tweak lipsync weightlist + set 1D bounds to [0,1]
Citizen/animgraph: the voice parameter now cancels out most mouth-related morphs so that the mouth is closed before the OVR lipsync operates (but some morphs can still partially leak through to retain some of the underlying expressions) + more MorphFrame expressions
Send current game ident with errors
Assert if part of the modelcollider is invalid
Leaderboard backup, run #8812
Init and shutdown ovrLipSync in soundsystem
Compile morph frame data into model keyvalues
Make a tiny change in citizen to make sure it gets recompiled
Add ovrlipsync thirdparty
Plug skinned renderer into voice component to test lipsync https://files.facepunch.com/layla/1b1211b1/sbox.2024.01.12.03.48.43.mp4
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Diving tank now goes in backpack slot
Diving tank still conflicts with chest armor slot
Allocate output & intermediate textures right before dispatching DXT compute
More experimental industrial changes - added the ability for an industrial transfer to pause a transfer mid-way through and resume on the next tick
The transfer stores it's current status (eg. we're transferring input 3 to output 8) and then resumes from that point
This should have no impact on the splitting behaviour, it just spaces it out over more time
Redone and broke shelter map markers again
When backpack is dropped on ground add weight of items inside it to backpack
This prevents transfering backpacks with vehicles instead of dropping all items onto vehicle individually
Fixed client build issue - still to fix marker loading
Add in a missing error check
Minor fix for GetMemRequired call, was giving it the wrong parameters 🤦♂️
Remove planar reflections from scenesystem, remove unused shared shader defs
Merge from reduce_held_entity_item_counts
Further adjustments to overall vendor list
Add -noconsole command line option to disable the console handling on windows dedicated servers
Note you will not be able to type in commands with this, but reading stdout will work as expected instead of having things duplicated
Re-write dxt compute upload/read to not crash
Run DXT5 on CPU for mips > 1 until I can figure out why this isn't working
Aspect ratio fitted scrollview