241,388 Commits over 3,867 Days - 2.60cph!
Disable work shop skin applying since MeshRenderers are removed
cl_list_project is ordered, shows active & type
▊▄█▋▅▌ ▌▌█▆▊▇ ▆▌▉▊ ▆▄▊▊▅▅▋▇▊▄ ▇▍ ▍▋▋▋ ▉▌▌▆▅ ▍▅▇▄ ▉▅▊ ▆▌▍▋▄▊▍ ▍▆▇▉
Some initial work for 2D edge styles
Separator light variant
Segmented control widget
https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_SglhcDRI9f.mp4
StartScreen sorting
StartScreen search filter
ToRelativeTimeString adjustments: "just now" for <30 minutes, "recently" for <6 hours
Cleaned away the black haloing around the ripple fx texture atlas.
Scene backup & related mats.
Fix foundation floor not showing
Merged the valve mesh to oiljack_arm for animation
merge from experimental - RC
Implement removing mesh (again)
Update virtualMeshId when allocating larger section for a grid
Submit draw calls for instanced rendering in `OnPreCull()` and start the culling job at the end of `Update()`
Disable texture streaming when rendering asset thumbnail or video
vfx_vulkan: do not use -fvk-invert-y on geometry shaders, only needed on vertex
Fixed FastPathTest.ResolveGeneric test
Failing test reproducing #1027
Simpler repro of #1027
Fixed #1027 in cases involving array types
Simpler repro of #1027
Fixed #1027 in cases involving array types
More skeleton of texture atlas stuff
Defer removing entity from entities list on destroy
Failing test reproducing #1027
Add skeleton of `WorkshopSkinScheduler` and `TextureAtlasScheduler` that will let us use a skin draw call for all skins of a material
Various fixes
Don't process state update if we already processed one newer than that
IsController overload for specified player
Add Rpc support for entities it's kinda lame w/o codegen
Fixed Rust text zfighting on shipping containers
Delete SandboxPageComponent
Add Stat page
Simplify multi messaging
Clean environment stuff (unused)
Stats editing
Explosives on Tugboat now work the same way as explosives on buildings. A timed explosive on a door doesn't do splash damage to the boat, and a timed explosive on the boat doesn't damage the door.
Make vr_per_view_lighting_constants_legacy.fxc avaliable on retail
Rip out http allow list, rules for allowed urls are http/https to fully qualified domains or loopback on ports 80/443/8080/8443
Allow list was intended to let players clearly see what a game was doing, but there's better ways to do it
Fixed deleted SdfWorlds not deleting chunk SceneObjects (#12)
vulkan: don't do the flush trick for generate mips, not needed and force flushing the gpu from non main-thread cocks up
Feedback fixes for the old tv
consistent fbx mesh data name
set layer to world
added the missing collision
adjusted culling distance
added prefab variants on/off
better shadow proxy picks for static cars
Don't wrap selection option titles
Don't allow select text in select option
Rewrite messaging to use protobuf
Couple of non-weapon test item setups.
Increased random rotation.
Apply some slight random rotation when spawning items in take only mode.
Don't show placement ghosts in take only mode.
Fix shadows and area lights on vulkan removing unused parameters that were fucking cbuffer alignment
Basics of "take only" mode.