241,478 Commits over 3,867 Days - 2.60cph!
Handle deleting panel during children tick a bit more gracefully
Add interopsystem.status, interopsystem.dump debug commands
Package download diagnostics
Added stylesheet selector broadphase
Don't touch drag if MouseDown stopped propogation
Basics of driveable tugboat vehicle set up. Includes item and icon. Manifest update.
switch hitboxes to cylinders
use dt for enemy acceleration
fix hitbox scale
boss jumping
repel things
tweaked boss charge
boss healthbar
Updated cinematic gestures to allow crouched movement
WIP guide meshes for floor and foundation build blocks - indicates the texture's tile direction
Use .position instead of MovePosition for ragdoll
Added a button on the layer widget on the right to toggle respawn options on/off on the map screen
Experiment - move vehicles using rigidbody MovePosition and MoveRotation, instead of directly teleporting. Keep a (kinematic) rigidbody on the client. This was an experiment to see whether this would get the behaviour of physics objects on vehicles to more closely match their behaviour on the server. Unfortunately it does not.
Make a png version of the colour lookup, solves the final pixel being read incorrectly
Shipping container colour lookup now uses a texture sample on the COlour lookup asset (editor only, caches the colours for runtime)
ui: onmousedown triggers from middle mouse too, seems accidental that it wasn't
make antlr codegen more sane, hopefully fixes it on build server
Delete generate_decal_normals.vmat
Prefab backup.
Streetlight detached prefab iteration.
Attempt to get the column grid working
Svg panel & updated test page
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New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
GetShaderFullPath: remove shader replacements and legacy prefix substitutes
Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it)
Rip up Material API to get it compiling
Shader resource v2 has optional dx11 and vulkan blocks, if a block doesn't exist will use fallback shader
Update Sandbox.Engine.csproj
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Initial support for playing video
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Started moving "Core/Foliage" to Rust Standard backend
Warm up the menu screen before opening
Don't download the whole game package for menu
Settings + Server pages
Fix mask image test layout
Support for ConCmd ParamArray arguments
Some hotload cvar refactoring
Hotload stress test entry point
Basic hotload stress test
Can change map in active game screen
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Simplier attempt to allow binding of skin_next & skin_prev without a whole new system
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merge from steam_nickname_fix
merge from genetic_sell_clamp_2
Post std-backend "Core/Generic" tweaks + removed unnecessary passes
Reduced micro-occlusion range from 3% to 2% + pre-calc
Added stylesheet selector broadphase
Transmission nomenclature