241,443 Commits over 3,867 Days - 2.60cph!
Use correct vertex shader for g_screenspace
Sign dlls on windows
Leaderboard backup, run #3445
Serverlist styles
Don't try to load ParentPackage if it doesn't look like an ident
Load the newest assembly, ignore versions
Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result
Convert water to the new system, adjust reflections.hlsl
Merge from lighting_test_scene
Remaining test map stuff for Matt
Fixed a small issue with the green gambling light
exported bear attack 2 and 3 and updated attack 1 and idle 03 anims
building01_stone_trim assets
Don't try to load ParentPackage if it's empty
Better logic to just let F keys past the UI
When trying to add a child of a label or image, add it as the next sibling instead
Move package list styles to component
early boss upgrade
Merge branch 'main' of sbox-sausagesurvivors2
Updated dmg number font and particle
Null mesh check in Sdf2DMeshWriter
Networkable Component References (#1056)
* add componentid to IComponent
* make component id public - add internal findbyid method, add lookup dict for comp by id
* add/remove components from lookup where appropriate
* Add VarIComponent to support [Net] IComponent types
* Add replicate codegen
* VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent
* FindById should just return an EntityComponent now
FindById should just return an EntityComponent now
Fill out bind methods
Convert slider to razor with its own framework stylesheet
Use original slider style in menu
When loading a package with ParentPackage, load the parent first
VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent
merge from main experimental
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always pierce before bounce
bloodlust upgrade
healthy unit dmg upgrade
backstab upgrade
wraparound unique -> legendary
timer progress bar
Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection
Updated addon tags / descriptions
Use 3D white texture as a default for 3D chunks
Documented all public members of libsdf
Squash commit of what was on SSR branch
Update compiled shaders
Tell GameMenu when lobby game is launched and auto join
speedtree sdk + vpc scripts
binaries
Speedtree SDK to DMX serializer for RenderMeshFile node
* convert stsdk compressed vertex stream to our own, 32 bytes is good
* compressed vertex stream contains packed normals & wind data
* imports each lod & material
Game.Client works in GameMenu
Add IGameInstance.ChangeServerMap
Key Bind Stubbing
Fix popup panels not getting focus
Fix gamemenu not getting button inputs
Add GameInstance.TrapButtons
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More precision - reduce MAX_JOINT_DIST to 2
Server list to base addon
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Leaderboard backup, run #3434
merge from map_team_bags_fix
Pass video frame data to managed so pixmap can be created when texture isn't ideal to use in Qt
Move PackageList + LobbyMapPage to base
Move SavedGameCard over
Hotload should be watching Sandbox.Bind right?
Move LoadGamePage
On panel hotload prune out null panels from children lists
Move active game pages