240,780 Commits over 3,867 Days - 2.59cph!
Fixed fishing village placement performance issue
cherry pick from /editor-decal-update-fix
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
Add GlobalEngineNamespace, move TypeLibrary into it so that we can access it from Sandbox.Game and Sandbox.UI
Added ProceduralMapRailSimple
Finished implementing delegate serialization
For delegates implemented with an ActionJig
Reduce serialized JSON a bit
Ambient occlusion proxies made by SceneSystem instead of entity system
▇▍▌▅▆▆▊▆▊█▍ ▍▄█ ▇▍▋▆▅ ▌▉▇▅█ ▌▉▊▄▅▅▉ ▍▇▅▅▊
Fixed deferred decals becoming unresponsive in edit-mode
Add SceneTree, GameObject inspector
Linked the Prefab Context Editing Scene in the right field in Project Settings so all artists can use
Prefab context editing scene (contains Main Camera and Skydome)
Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit
Experiment with rendering cubemaps for SceneCubemaps
Set renderToCubemap and environmentMaps pipeline attributes from camera attributes
CCameraRenderer::RenderToTexture uses msaa value from attributes
Fix dstStride in GetPixels
Protocol::Network++ because I removed CEnvVolumetricFog classes earlier
v_mp5: protect sprint transitions against input mashing
Some shorthands for common types
Finish renaming "Metadata" to "UserData"
Simplified generic serialization
Tools replaces and uses GameMenu PackageLoader/HotloadManager
Add TypeIcon, TypeName, TypeTitle to SerializedObject,
Clean layout separator style
added decal prefabs to relevant building blocks
concrete decals polish pass, resized, added some cracks decal
Delegate deserialization (via ActionJig)
Working version for testing
Players can't place things in the supply box
Build navmesh for islands loaded from a save
Implemented ActionJig<T>.Invoke()
Serialize / deserialize ActionJig<T>
Fixed serialization tests
Refactoring, test case for ActionJig<T>
Started documentation, some conversions to/from Delegate
Bike wheel
Merge branch 'main' of sbox-assets
Ambient occlusion proxies made by SceneSystem instead of entity system
Additional work, some in previous commit, changing IronSights so Enabled isn't a public var that can be set in inspector. This was often being set to default to True, when it should have always defaulted to False and let the player's ADS input fully control it.
Nice transition for ADS into fullscreen UI
OOG Volumetric Fog
* Added SceneCamera.VolumetricFog and SceneFogVolume
* Fog volumes are part of SceneSystem instead of managed separately
* Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes
* SceneMapLoader loads SceneFogVolumes and light_rect
removed previous textures
updated brutalist skin textures
UV mapping fixes post texture update
Redo of some gibs post texture update
Make these entities internal, no need for public use in legacy entity system
Make sure entities have default values in Hammer
Remove IsMaster from volumetric fog controller entity, it doesn't do anything
VolumetricFogVolume use BoundsHelper
Fix editor sometimes loading base tools package in the wrong order
icons
Merge branch 'main' of sbox-sausagesurvivors2
update offered upgrade when level increases by other means
enemy wander timeout, tweaked player detection
dash repeat tweak
▍▉▉▌▊▅▅ ▋▌▄▆█▆ ▆▄▉▇▄▅ ▋█▋▉▌▍
Updated deploy guide and fixed short LOD distances for siren light.