240,800 Commits over 3,867 Days - 2.59cph!
Use stylesheet to style virtual cursor, add ScrollSpeed
merge from Attack Helicopter
merge from global_networked_bases
Fix Camera.Size
Tool scene renders run through unified render path
Light Turrets don't require power (engineer buff). Fixed Damage vs Heavy upgrade not actually working. Fixes #65
Experimental: input.GetCursorPos returns 0,0 when cursor is not visible
This matches behavior of gui.MousePos()
Added .dem and .vcd to file.Write whitelist
Rework and deduplicate Lua enums
Added COND.* enums
Added render.ComputePixelDiameterOfSphere
Use Frustum instead to ensure created
Increased dB scale of explosion sound (replace this sound later it sucks.) Boomer inherits velocity more. Barage, Cluster and Boomer all have increased projectile speeds. Fixes #67
fixed rock_formation_medium_a incorrectly have it's collider set to convex
Change ammo icon pulse speed and HUD offset
Add test generator destroyed sound
Remove test sound
Actually throw the flag instead of dropping it and use view angles. Fixes #76
Engineer generator repair rate is 5x faster. Fixes #72
Generator auto-repair timer reduced by half. Fixes #71
Added ammo pickup system. When players die they drop a percentage of the weapons ammo as a pickup.
Handle `overflow` prop defaults separately
Remove DefaultStyles, internalize IsDefault, FillDefaults, ApplyCascading
Fixed albedo sampler error when using particle layer
Fixed missing UnityIndirect.cginc error when using RUST_PROCEDURAL_INSTANCING
backdrop-filter-hueRotate is backdrop-filter-hue-rotate (oops)
mask-position defaults to 0,0
Use IsDefault when necessary inside tests (HasValue will always be true for ComputedStyle properties), only check where necessary (i.e. if we're not also checking the value itself)
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Ziplines flow in level
S2P
Placeable Zipline platforms whitebox prefabs
Add `Style.IsDefault( name )`
Bad idea to call FillDefaults here since it will stomp previous keyframes
Initialize CRnWorld::m_debugDrawFilter
Fix a bunch of defaults (need better way to check if a property is set tho)
Enable emmisive on root combiner & branch lights
Fixed "overly reflective materials/shader/build issue" when using MaterialType=SpecularColor
Stricter Rotation.Angles() tests
sboxgame/issues/3984
Some angle related MathX methods
LerpDegrees, LerpRadians, DeltaDegrees, DeltaRadians
Don't compare euler angles in rotation tests
There's always at least two solutions
Fixed sboxgame/issues#3984
Fixed typo in DeltaRadians
DeltaDegrees / DeltaRadians tests
LerpDegrees / LerpRadians tests
DeltaDegrees / DeltaRadians tests
LerpDegrees / LerpRadians tests
Fixed typo in DeltaRadians
Some angle related MathX methods
LerpDegrees, LerpRadians, DeltaDegrees, DeltaRadians
Don't compare euler angles in rotation tests
There's always at least two solutions
Fixed sboxgame/issues#3984
Remove C++ game code for skyboxes, delete sky_camera and skybox_reference
C# classes for skybox_reference and sky_camera
Add SceneCamera.Skybox accessor
Evict all cameras when closing game menu, were continuously rendering when you would open the menu again
Generate FillDefaults() function, call inside PreLayout.BuildFinal, add Length.Undefined
Strip IAttachmentOverride
Fix attachment lookup using old/unused view
Strip GetPlayerViewSetup() related paths - none of this was working anyway
added 4k textures and materials
Restore default_fov
Strip IVModeManager
Remove unused + unneeded Graphics callbacks
Remove IPhysicsWorldEventListener
Render physics debug worlds if enabled
SceneCamera Tonemap (#1251)
Add tonemap properties to SceneCamera
Stricter Rotation.Angles() tests
sboxgame/issues/3984
Added a simple do_shore_drift convar, allowing for easily disabling boat shore drift entirely
Fixing the fix using fixest of fixes
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Remove all the player stuff from CViewId, give each camera a CViewId (debatable whether CViewId is needed)