241,165 Commits over 3,867 Days - 2.60cph!
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Leaderboard backup, run #4949
Properly parse for valid, non-escaped rich text in the user portion of the chat message
Also fixes chat.add not parsing emoji correctly in a better way than the fix on emoji_rich_text_fixes
Improved drift-to-shore code
Merge AttackHelicopter-> Aux2
Fixed merge issue with unneeded using statement
Removed accidental include
Fix emoji not working if the players username has a '<' symbol in it
v_mp5: improved the look of firing by adding new animations, updating existing ones, and making the hold layer a bouncy spring
Merge from airpatch_media
Merge AttackHelicopter -> airpatch_media
Initial simple implementation of boat drift-to-shore when nobody is around
Increase max heap size while building app
More working files (6P atlases)
Separated temps from finals.
Duplicator saves and restores sub materials by default
Merged Pull Requests
Added math.CubicBezier
Added math.QuadraticBezier
Minor code adjustments to toolgun, no functional change
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9mm brass eject particle
Steel grid correct surface
Dead end road sign from core
Concrete debris fix
Corrugated blend
Dynamic reflection on glossy concrete
Grass mud blend wip
Use new mud on asphalt blend
PanelTransform.Lerp will handle null for us, we don't need to do it inside BaseStyles.Lerp
Pull Styles.FromLerp up to BaseStyles, auto-generate for all properties matching select types
Add auto-generated BaseStyles.LerpProperty
Update transition logic to use new auto-generated functions
Handle box-shadow transitions / animations separately for now
Add math.CubicBezier & math.QuadraticBezier (#2002)
Cubic/Quadratic bezier curve lerp
Make sure CPipelineCacheManagerVulkan::PreShutdown() is called
Vulkan: Stylistic code updates, make diffs easier
Hammer: Remove legacy asset browser 👋
Slight toolgun improvement (#2003)
* Delete an unused variable
* Use a variable
Fix 4 way blend on blendable
Fix so it works when you are making straight connections with no points in between
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Added tutorial bear prefab.
PathFinder.GetBestRoamPosition can now take an anchor position instead of using current position.
Updated calls to use their current position as anchor.
Add config doc to DB with cooldown for now. Cache DB collections instead of create new every read/write
When disconnecting wires & industrial pipes it will resume the pipe from it's last position, allowing you to reconnect
Fixed some industrial lights material being set to "Opaque" instead of "Transparent"
Screen-Space Reflections (#736)
concrete_rough_a adjustments & polish
https://files.facepunch.com/jason/1b0311b1/sbox_w7v8uHVS9c.png
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different"
This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities
Fix confusing comment
Use margin for package selector modal so you can click out of it
Merge branch 'master' into ssr
Animal navmesh prefab setup and generation for tutorial island.
Initial navmesh settings, can tweak if needed when we have final island size.