240,317 Commits over 3,867 Days - 2.59cph!
player update. exported hunting bow wip animations and populated bow override controller with the new anims. Also set up holster position on hunting bow entity prefab
Fixed crashes due to dangling CSoundPatch pointers
Hide "Couldn't load shader dll" behind developer 1
Fix 2 community.properties translations that had typos
Fixed crashes when trying to navmesh.Load too early
Still not recommended, but it will work now.
Updated TTT: Transition to SteamID64 (Pull Request)
Faceposer: better handling of too many flex controllers
When model has too many flexes, display a message and disable non functioning sliders
Add lightData.HasFrustumFeathering() for seamless fading between light cascades
Add skin changer component - ModelViewer
ShaderGraph add ToolsWireframe and ToolsShadingComplexity modes
Fixes sboxgame/issues/issues/4104
ShaderGraph add Camera node with position, direction, near/far plane
https://files.facepunch.com/matt/1b1111b1/sbox-dev_0SbvbXMF1c.png
Fixes sboxgame/issues/issues/3996
Shadergraph transforms the given tangent normal into world space
Fixed macOS terrain texture error on potato quality
Probably fixed "room_type" ConVarRef warning on linux SRCDS startup
Remove even more useless files from linux SRCDS
Fix nav_generate/edit trying to use unknown commands/convars
Run nav_analyze on gm_construct navmesh
Citizen/animgraph: improve jump SM logic + make wish-based airborne flail fade in over 500ms (this leaves the visuals after jump almost unaffected while letting non-jump scenarios like "running off a cliff" look & feel better) + move its 1D blend slightly downstream (this prevents the non-wish flail and the wish flail from competing, and they run out of phase sync so that could look terrible)
updated mural texture
trees prefab
Disallow some SetNW/GetNW methods being usable on NULLs without errors
Rip out "Setup Steam Install Path" stuff that is unused
Less console spam in vbsp output and others. Also touches how "low violence" settings are handled
Fix vbsp complaining about a missing cvar gmod_unload_test
Fixed npc_strider code causing mat_dxlevel warning on start up
Try not shipping useless client files with Linux SRCDS
Do not print pointless "Couldn't load shader dll" on linux srcds
Compiled light culling material
Add more options for editing particle control points (#1379)
tweaks to terrain trigger volumes
▌█▌▊▍ ▊▄▅▄ █▋▌▍▆▄▆█▄▊▍▄▍█▍▍
vm_boneknife & stake throw release fix
Add orthographic view support to camera gizmo https://files.facepunch.com/tony/1b1111b1/sbox_FDMS0kbBzH.mp4
Citizen: improved Land_Standing_Movement_[E/W]
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument
Run Scene.EditorTick() from Hammer
Get some scene prefabs going in Hammer
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
"aim_headaim_body_weight_weight" ➡ "aim_body_weight"
Move remaining files from public/game to public/engine2
Delete g_pSource2Server
Move view_shared to engine2
merge from io_budget_health
merge from skinning_knife_fix
merge from RagdollEyeClipFix
Remove gameinfo.gi, define these keyvalues in C++
Leaderboard backup, run #8044
Run turret interference updates in a new hashset based queue that sorts interference updates from highest net id to lowest to ensure that interference is applied deterministically (newer turrets will always suffer from interference before older turrets) and hopefully doesn't overload the queue in the process
Fix leaking entity list in UpdateNearbyTurrets
Increased the force from 1 to 1.5 - I'm sure it was intentionally tuned to be very low, but 1.0 was, most of the time, imparting no visible force at all.
The slight push that happens when shooting a corpse now also works for servers-side ragdolls
Added an indicator to the item icon if a weapon has a burst attachment and that attachment is enabled (similar to flashlight attachment)
Use PositionTickFixedTime for TimeExplosive position sync
Merge main -> GrenadeThrowFix
▋▅█ ▇▊▌▌▊▍▆ ▇▇ ▋▆▉▊▍▉▍ ▆▋▌▆▆▉ ▇▋▊▅▍▆█ ██▌▆▊ ▄▊▍▋ ▋▆▌▍▍▇▍█▄▉
Added a timeout to the fishing bobber in case it gets orphaned from the fishing rod for whatever reason
Make the item description scrollable if it's too long for the text box
Searching for items in the conveyor filter and F1 debug tools now uses the same culture handling that the vending admin panel and crafting menu uses
eg. searching carva will return Carvão (charcoal) when playing in Brazilian Portugese
▊▍▊▉▌▇▄▊ █▌█▅▍ ▅▋▅▆▄▌▋▆ ▌▉▌