241,020 Commits over 3,867 Days - 2.60cph!
Update InputHint when device changes, fixes controller glyphs
Update input action binds for gamepad
SteamInput: fixed left trigger action being bound to right trigger
Input: fixed AnalogInput being incorrect for right trigger
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changes to anim input and transition speed
added freefall chute open left & right to player animator blendtree
Fixed some ticketed FX issues on the Oil Rigs.
S2P'd both.
deleted homing missile launcher world model rig fbx as it isnt needed
edited homing missile launcher entity prefab and override controller
trash_pile_a initial commit
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Added dof_squeeze and dof_barrel convars to control anamorphic bokeh
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Added anamorphic bokeh squeeze and barrel distortions
Hammer: asset spray randomize material groups
Model path collapse can be undone
Some documentation for the new API
gingerbread building skin models/LODs Gibs and colliders
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manual merge from mirrors branch (2020), need to fix shader compile error before I can test prefabs
Fixed depth-of-field sampling leakin/haloing focused edges into a blurred background
added homing missile
lods, textures and materials
Fix GameTask.source always being invalid in menu
Warn if a TaskSource is created in an invalid state
Would be good if I reflected all use of RequestAsync and not break everything, thank god for unit tests
Http.RequestAsync( string method, string requestUri ) changed to Http.RequestAsync( string requestUri, string method = "GET" ) to match all other methods
This is a breaking change, please update your code (I assume not many people are using this)
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/core/materials/dev/ vmat_c changes
Fix AmbiguousMatchException in string.ToType
TriggerTeleport: retain scale
Don't serialize forceAcceptAmmo no attack heli turret
Diamond plate tweak + blend
Pvc panel tint mask
Diamond plate blend textures
Warning for ambiguous GameResources
Gamepad Support Refactor (#1218)
- No manifest codegen
- Gamepads work again (including Steam Deck)
- Goes against what SteamInput is all about 😢
Rip out manifest codegen entirely
Remove Sandbox.Gamepad
Add Sandbox.GamepadCode
Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately
Refactor Input to grab action.DigitalAction
Fix up GetButtonOrigin and glyphs
Update manifest.vdf to use new actions
Only process input actions with a valid gamepad code
Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
Update default manifest again
Fixed controller actions not being reflected serverside
Only call SetScriptingDefineSymbols in BuildAssetBundles if current defines and target defines are different
merge from chinook_ground_fx_fix
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Potential fix for composter fertilizer NRE
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Leaderboard backup, run #5453
Moved parachute canopy visuals to client-side only GameObject