241,200 Commits over 3,867 Days - 2.60cph!
Attempt to fix double pixel placer avatar. Dispose socket immediately on reconnect?
Made movement less clunky
Go back to the rank list when switching tabs away from the rank editor
Reset clan UI state in some places to try and fix clan logo not loading when leaving and rejoining the same clan
Auto escape rich text in steam names
TTT: disable notification sound by default and add a setting (#1998)
Created new slope mesh variants for testing at different steepness levels (18, 15 and 12 meters high)
Created prefabs with collider setup for all of the above variants
Created a playable test scene with each slope variant present
Rebuild sqlite3 for linux again because the other one was crashing for some reason
Tested on ubuntu 18.04 and 22.04
Change language.Add error checking to be non halting
too many addons use it incorrectly
Change language.Add error checking to be non halting
too many addons use it incorrectly
Increase the allowed size of the clan announcement text
Possible bug fixes for inviting other players to your clan
Disabling rich text on things
Increase reconnection timer
Move changes to Panel.PaintManual to an optional argument
The optional argument overrides panel's clipping, allowing it to be rendered fully when its size is above screen bounds
Move OnRequestFullUpdate warning to developer 1
restore functionality of dtwarning convar, defaults to 1 now
Delete some unused panel types from the build process
Also restored nav_generate progress dialog
Match behavior of SteamID functions for bots clientside to server
Error no halt when player.CreateNextBot would crash
This happens when trying to run the function too early.
Make Player:SteamID64 and Player:AccountID never return no value
AccountID returns -1 on failure, SteamID64 returns "0". The only know cases for this is multirun now
Merge Pull Requests
* Dark mode for loading screen depending on system theme for x64
* Added DHScrollBar
* Added more NPCs categorized as hostile and friendly towards players
* Replaced 2usages of 'Player.UniqueID' with 'Player.SteamID64'
Add DHScrollBar to vgui_base.lua
Also changed "Couldn't include file '%s' - File not found " to mention that it might be empty
Replaced some usages of 'Player.UniqueID' with 'Player.SteamID64' function (#1580)
UniqueID bad
Add more NPCs categorized as hostile and friendly towards players (#2000)
* Add more NPCs categorized as hostile towards players
* Add hostile NPC classnames from Half-Life 1
* Add friendly NPC classnames from Half-Life 1
Culling shader actually works now!
Fix errors when deleting meshes (related to syncing data to the gpu)
DHScrollBar (#1991)
* DHScrollBar
VScrollBar but horizontal
* Fixed up some issues
* Remove commented code
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
ShaderGraph: Fix default settings for NormalMapTriplanar node
Converted all the stuff to the new shader vertex stream format
Lingering post-explosion mushroom cloud WIP
Rebuild sqlite3 on ubuntu 18.04 so it doesn't depend on a too new glibc
Update runds.sh to include the Plugins folder in the search path instead of only Plugins/x86_64
Add build instructions for sqlite3 to my notes here
Use DisplayName on Leaderboard
Auto reconnection timer. Increased bitmap segment count. Extra logging. Re-use socket.
Make MainMenuPage inherit from Panel so we get better intellisense 🥴
ShaderGraph: Triplanar texture mapping nodes
ShaderGraph: Triplanar node tweaks
Fixed off-by-one halving max bevel width
Moved PolygonMeshBuilder to its own package
Remove debug again
Some initial work for 2D edge styles
2D: smooth cut face normals across chunk boundaries
First pass at edge styles
Might need to rethink this, large edge radii cause problems
Regenerate SDF meshes on resource change
2D: Get rid of inset bias for rounded / bevel edges
2D: Rewriting mesh gen to be edge loop based
Identify positive vs negative edge loops
Find which positive loop contains each negative loop
PolygonMeshBuilder
Formatting
Refactoring, skeleton of new 2D meshing strategy
CutMeshWriter
Chunk mesh clipping
.addon to .sbproj
New mesh writer almost working
Fixed rounded edges, dodgy clip fix
Bug fixes
Fixes
Another fix
More fixes, UVs for cut faces
Small fixes
Keep layer width consistent
New polygon closing method
More consistent position sorting for sweeps
Another fix
Debugging
A bit more stable
Refactor, stability
Non-reflex angles can split
Allow merges in either direction
Trying to find isolated polys is buggy, just do them all together
Slight optimization
Collision mesh generation
Remove debug
Some cleanup
WIP add vertices to limit smooth normal blend distance
Fixed off-by-one halving max bevel width
Moved PolygonMeshBuilder to its own package
Remove debug again
Remove debug
Some cleanup
WIP add vertices to limit smooth normal blend distance
Invite player empty frame
fix playercontainer card
Change folder structure, set match making as default view
Beginnings of settings view
Move changes to Panel.PaintManual to an optional argument
The optional argument overrides panel's clipping, allowing it to be rendered fully when its size is above screen bounds
Move OnRequestFullUpdate warning to developer 1
restore functionality of dtwarning convar, defaults to 1 now
Cherry picked
85476 => 6point particle shader changes
Fixed 6point particle shader flickering w/ motion blending + emission scale stream + reduced variants + improved custom vertex stream help box
Tweak stats flushing logic
Added BaseGameManager.OnEscapePressed()
Add Cloud.ParticleSystem, Cloud.SoundEvent, Cloud.Shader
Put developer preview in a few places so people don't think it's a finished game
Wrap header in if statements, add new body component
stats dps etc
StatsTab
add default value stat
hide some stats when unchanged
keep showing stats that have returned to default value
copy next upgrade