240,785 Commits over 3,867 Days - 2.59cph!
Optimize shotgun traps by using the TC of the shotgun trap instead of the player it is trying to shoot at
Cache the TC for 3 seconds in shotgun trap (we still check auth normally)
Optimize turrets on the server by caching if there are any un-authed target in range & skip scanning targets if that is the case
Mark auth as dirty when players are removed from auth or come into trigger range while unauthed
Add Action onto TriggerBase for OnEntityEnterTrigger() and OnEntityLeaveTrigger()
Stop hunk detected showing all the time
Editor folders (#1265)
- A folder named Editor in your game project's code folder will become an Editor project
- Editor projects can access both the editor and the game addon
- Editor projects are not sandboxed
- These access the GameMenu instance - not client or server
- To avoid conflicts, some editor apis changed.
- - Cookies => EditorCookies
- - TypeLibrary => EditorTypeLibrary
- - Event=> EditorEvent
Use GameMenu Resource library if inside Tools context
Lets make this all easier on everyone by allowing only one Editor folder
Don't bother loading menu addon into tools
v_mp5: fix ironsights_fire_scale applying even outside of ironsights... 🤦♂️
v_usp/v_mp5: rename weightlists involved in & around weapon_root (they were getting kind of confusing) + reverse attack_hold scaling for fire additives
Leaderboard backup, run #5981
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Switch TypeLibrary to EditorTypeLibrary
Init Sandbox.Client last so it gets all appropriate the callbacks
SceneCamera viewports (#1253)
WIP vertex paint for wind shader
Dracula cape lods
Dracula cape no longer hides hair
Material adjustments
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Make sure SourceTV bot is treated as bot in game code
Fixes garrysmod-issues/issues/5575
Added navmesh.CreateNavLadder
Arguments are: Vec top, Vec bottom, float width, Vec2D dir, float maxHeightAboveTopArea = 0
Weapon:GetTracerOrigin is now called for 3rd person view as well
Final torchholder enabled state.
Blue bottomed atlas variant.
Updated skinning
Proper burstcloth bone names
Tool projects can access Sandbox.Game, shuffled editor namespaces to avoid conflicts
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| ▅▊▍▇▄▊.*/* | ❌ | ❌ | ❌ |
Torch flame & related files.
Sorted duplicate ember files from a prior messy merge.
Publishing a package ignores Editor folders properly
Load the editor.dll in tools
Load Sandbox.Tools in same context as Sandbox.GameMenu
PackageLoader can have a parent
GameMenu's PackageLoader has Tools as its parent
Fix NativeRenderWidget camera not scaling camera size for DPI
Sandbox.Tools references Sandbox.GameMenu, Sandbox.Game
Tweak how assemblies are registered in TypeLibrary, so we can pass assemblies from other contexts
Namespace clarification
Major clean up in preparation for integration of accumulation-based DoF and AA
v_usp: added parametric offsets
Here's a *VERY EXAGGERATED* example of what this does: https://files.facepunch.com/maxlebled/1b1511b1/2023-09-15%2014-43-39.mp4
Slight adjustments to the boxing headgear textures
Added ConVar.UI.showBeltBarBinds, defaults to false.
Starting the tutorial defaults it to true.
friendly fire upgrade
dash other player reload upgrade
ui fixes
override num choices upgrade
dash alert upgrade
cant dash while already dashing
Display actual keybind buttons bound for belt bar slots instead of just 1-6.
Added Input.OnKeybindChanged event, called whenever a bind is changed.
Belt buttons listen to keybind change event and update as required.
Add raytracing pipeline support to rendersystemvulkan & vfx_vulkan
* Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
* rendersystemvulkan: support raytracing pipelines
* vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2
* CRayTraceSceneWorld without lights for now
Hammer uses managed DockManager
Makes the docking more flexible like our main game frame and lets editor projects add docks to Hammer like `[Dock( "Hammer", "Asset Browser", "snippet_folder" )]` and lets us start replacing native widgets with our own managed widgets easily.
Play around with inertia easing
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager
Everything in hammer is added through managed DockManager
Asset browser doesn't need to be made from native, use [Dock]
DockManager manages View toolbars menu, delete all native for it
Dock widgets dont need to be QDockWidget anymore
Use StateCookie to save Hammer layout, add a default layout
Mdi area is fine, but lets give it a proper name
ToggleFullscreenLayout
Add ViewModelSetup.InertiaDampening property
Show keybind text for belt bar buttons
Remove debug log :flushed:
Part of inertia w/ dampening (aim_yaw_inertia, aim_pitch_inertia)
Merge branch 'main' of sbox-gunfight
If GameMenu fails to load, return to the main menu
UpdateEditorCompiler
Don't try to load editor assemblies, cuz that won't work
Added OnTutorialEnded RPC to player, ready to be called in the future.
Clear local time override when tutorial ends/aborts for player.