240,915 Commits over 3,867 Days - 2.60cph!
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
SceneWorld manages its PVS
Updated door signs
Test pvc material
Updated pavement trim blend worldmapping
window test material
adjusted stone brick tile
_c's
Wip mortar wall
wip bare concrete wall
removed metal texture from cardboard box skin
Updated scale on 9mm silencer
fixed collision on 9mm ejectbrass particle
Added unpacked parachute art
Old MouseWheel should be float not vector2
More UI position adjusting, xp bar width, opacity, blend-mode
Moved hints around so they don't clash with each other
Make mouse wheel a Vector2, implement initial horizontal mouse wheel support for UI
MouseWheel -> MouseScroll, obsolete old
Ignore scroll if it's not moving in the same direction that the panel overflows in
e.g. stops us interfering with vertical scrolls on horizontally
scrolling panels:
https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_12znz25nJC.mp4
Invert scroll X axis
Update some more places where I forgot to change MouseWheel to MouseScroll, obsolete `Input.MouseWheel` and `InputData.MouseWheel`
WorldInput uses Vector2 for scroll
Pass keyboard modifiers to mouse wheel event, and interpret mouse scrolls as horizontal if shift key is held
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
Improved cover aim eye height
Refactor Ammo component to accept a weapon property. Remove unused actions, add SwitchWeapon action
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
Remove old loadout system, replace with custom classes, gamemodes can define default class
Add `global_network_debug` convar to control printing "took X time to send trees / global updates to player"
Map has SceneMap and loads physics, Entities loaded from MapLoader
Add SceneMapLoader, only loader we can have right now without an entity system
Map uses physics world of loader, don't load physics if it's not provided
exported hml updated anims and rig
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Some more settings reorganization
CRenderingWorldSession is too full of shit, new class called CCameraRenderer, move what we need
Fix icons, remove async walkability gen for now, nametags update on frame
Only try to spawn if Navigation is ready
Add watermelon to cloud asset so can use gib model..
Remove UseNavMesh from LimitedSpawner - use Navigation.FindNearestWalkable
Fix particle missing models / materials
Fix name in season gallery
merge from water_jump_force
merge from windmill_material_fix
Experiment: Use gamepad gyro for aiming (will probably make this handheld only but we'll see)
Remove render pipeline logic from client.dll, just grab them in CRenderingWorldSession instead
Wrap CRenderingWorldSession in a c# object with gc, each SceneCamera gets one
fill in the rest of placeholder CViewSetup
Bandit Town S2P (uses windmill_static)
Fixed missing materials on windmill - This was because the windmill shared materials with quarry deployable that were removed
exported updated homing missle launcher viewmodel animations
Adjust Steam Deck game scale, still high but not as insane as before
Keep Deck main menu scale the same as PC for now, server browser is totally unusable currently
Restyle weapon hud
https://files.facepunch.com/tony/1b3111b1/sbox-dev_0sWCOYcgcH.jpg
S2P bandit_town - fixes HAB not spawning when bought at bandit camp
Be more careful about finding active packages
Takes into account full / menu packages, fixes sboxgame/issues#3886
updates to launcher vm prefab
cleaned up launcher holdtype entity
merge from hotairballoon_deathscreen