241,423 Commits over 3,867 Days - 2.60cph!
Cherry picked
83772 => Fixed some shaders not receiving deferred decals
Fixed some shaders not receiving deferred decals
New Outfit Piece! - Eye Cover
https://files.facepunch.com/daniel/1b2211b1/sbox-dev_IPlz0gEa4Y.jpg
Another clothing piece to add to the creepy collection. LODs coming ASAP.
Update FP.BurstCloth to latest, tweak cloth mats
Updated Square building + asset party upload
Angle constraint improvements
Async refactor
Fixed dodgy rebase
reroll refund upgrade
arena bounds bounce upgrade
upside down upgrade
shock unit status
shock upgrade particle
Merge branch 'main' of sbox-sausagesurvivors2
Fixed projectile water penetration on ocean
Minor tweak for DListView example
dlistview_column:SetFixedWidth sets the column width immediately (#1965)
Remove SWEP:SetDeploySpeed
Sandbox tool validity checks
constraint library tweaks
Mostly validity checks
tweaked vertex colors - terminal building
brick skin steel beam redo, remapping all building blocks involved for higher texel ratio
materialsystem2 stop trying to load rendersystemdx9
User shaders set attributes for vrad3 - fixes lightmapping, do not cast shadows, and probably other crap
Recompile blendable with fixed attributes
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Fix scuffed read/write + allow override SyncVar.GetValue
WIP trying to get compute shaders to work
Start syncvar tests
Update and read sync vars as they change
Syncvar updating
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix glass not compositing translucency properly, also fix area light problems with it
Merge PhysicsLayerRevamp -> save239
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Whitelist System.Collections.Concurrent.ConcurrentBag
merge from ferry_terminal
Merge PhysicsLayerRevamp -> Aux2
Merge PhysicsLayerRevamp -> Main
Fix vrad light bounces for blendable
prepared all diver ak prefabs
Decal System (#1114)
Move decal system to C#
Allows decal definitions to define fade time
fixing blocker in trailer
Moved dropped items back to the Debris layer. Fixed "dropped" items that are stuck in ragdolls (e.g. arrows) causing ragdolls to fly away.
Added UniversalTime utility class
Remove EntityState and add StateAttribute
Receive destroy entity updates. Find and cache properties with StateAttribute. Write/Read State for unreliable state updates. Client-side interpolation for transform state.
Merge from water5_final/shader-merge
Changeset merge from shader-improvements
added tanks variants 2 and 3 to diver hazmat prefab