241,466 Commits over 3,867 Days - 2.60cph!
Fleshed out the rest of Sdf3DMeshWriter
Flipped triangles
Updated blobtool
Water splash material vertex lit instead of emissive, uses a healthier texture atlas.
merge from skinradius_cmd_2 -> main
Added `upgrade_radius` based on the same code as `skin_radius`
TryGetInputDataForControllerRole, don't set nPriority manually (it gets overridden by dashboard anyway)
Fix errors running ferry_terminal scene in editor
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merge into main from creation_gibs
Interop bindings for OpenVR overlay intersection
Expose VR compositor to managed context
VR - only wait for present if we have a valid swapchain
Bind GetTrackedDeviceIndexForControllerRole
Add GetTipTransformForDevice, use ComputeOverlayIntersection for virtual mouse pos inside VROverlay
Nicer way of doing all this custom input stuff
Redo skin_radius command in a way that won't cause merge conflicts
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WIP info popup for connecting to nexus
merge from main -> skinradius_cmd
Fixed degenerate triangles
Removed old button to unclaim public beds
aircon unit wip lorry trailer, added back light, balancing vertex blending more
Rewritten blendable shader
Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title
Generate code for adding triangles
menu option to disable creation effects
missing footstep anim events added
3D cases code gen boilerplate
First pass at finding edge loops
fixed an incorrect gib assignment for adobe foundation wall
Leaderboard backup, run #3368
Menu can download a subset of package files
intruder alarms and metal bin
wet floor sign
intruder alarms - metal bins
removed from core as they are now on asset party
Merge branch 'master' of sbox
Zombie Head Variation 02
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_BN7EsqGgcy.mp4
https://files.facepunch.com/daniel/1b3011b1/chrome_uVsnZinHzp.png
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_pgwwUWwijV.jpg
Another zombie variant, slight different head, should be great for creation multiple variations for hordes of zombies, rather than every zombie having the same face.
More cleanup and refactoring
Lets make BaseGameMenu an interface instead, seems kind of safer
Start rewriting blendable with new api, port glass to new api
merge from main -> global_networked_bases
Apply #if CLIENT to SleepingBagButton fix compile errors in #SERVER
merge from main -> sleeping_bag_delete_tooltip
AmbientLight
Sane implementation atmospherics and debug vis postprocessing for shadingmodel api
Finish debug vis, rename ShadingModelValve to ShadingModelStandard
Add MenuEvents, use those for lobby/game join/leave
removed footstep sfx from horse breathe
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Add Panel.DeletionToken
Moving brains of gamemenu into sandbox.menu