241,344 Commits over 3,867 Days - 2.60cph!
Leaderboard backup, run #4469
v_usp: move reloading states into their own sub-state machine, make fire additives with a separately timed reload interruption
updated prefab (adjusted light position also)
adjusted caboose.fbx so that the top compartment is less wide and not as high.
Updated collision mesh
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Update first_person_arms_punching.vanmgrph_c
Adjust RPC message TTL based on the timeout duration
Use default skinId for ShadowOnly renderers
[ pick ] Pick reprojection transform constants from SSR branch
[ Pick ] let reflections api be more generic to use
Merge from global_networked_bases -> aux2
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
added fall to skydive anim and new state in animator, updated skydive idle loop
Merge from main -> global_networked_bases
Editor screenshot tool wip/tests
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Added more clearance to the underground stations to fit in all train module types
Base font size, remove unused texture from menu
Merge from global_networked_bases -> aux2
Add debug to figure out why trees are not showing as billboards
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
Merge branch 'main' into prerelease
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
exported oiljack arm fbx to get the looping idle animation looping nicely after editing it in maya
Fix ConstructionPlaceholder not being removed from building blocks
Expand the render computebuffer in 2MB increments separately from the culling array expanding
attack heli turret gibs
prefab update
Racer Helmet Adjustments + Closed Visor version
https://files.facepunch.com/daniel/1b1411b1/slack_vMj7SB1IEe.jpg
https://files.facepunch.com/daniel/1b1411b1/sbox-dev_ALc0Muw9rK.jpg
Adjustments to the textures and materials of the visor.
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setup pumpjack static prefab with correct engine collision for the engine switch and correct aniamted belt settings. also the olijack arm animtor now set up so the pumpjack can be stopped/started quickly
Minimal content project no longer adds a default map file
Also renamed the project to "empty". Map files can still be created via right click in the asset browser
Don't spawn the ferry schedule entity at the ferry terminal unless nexus is enabled
When closing or opening a game project, run disconnect & close active menu
Fix setting GameLobby.ConVars not checking correct key for input
Remove Map options for Game projects (this stuff to be handled in game menus only in future)
Remove map select stuff from LaunchConfig
Remove validate map stuff from GameMenuInstance
Obsolete ValidateMap, MapSelectionMode and MapList
Call UpdateNetworkGroup on entities when spawning them after a transfer to match previous change to SaveRestore.Load
Close project creator when creating not a game project
Tools PopupWindow correctly sizes to content
Descriptions for tool/library minimal projects
Implement compacting array of meshes when expanding but it still sucks
Rollback EffectData:SetHitBox change
Merge branch 'main' into prerelease
Clean stats section
Trim some of the global lobby stuff
Merge from hackweek-chat-emoji
Fixed emoji's deleting themselves if the character limit of the input field was 0
attack heli turret model
lods and helper setup (parts rotate properly and can be controlled by code)
updated heli prefab (hid the previous turret model)