241,423 Commits over 3,867 Days - 2.60cph!
Fixed FoliageGridBatch bounds calculation being incorrect (causing large foliage to pop in and out of view)
merge from ferry_terminal
Leaderboard backup, run #3913
Merge Tugboat -> Main. Adds driveable tugboats that spawn at harbour monuments.
Ik hands for tugboat, and visible arms when driving
Merge RHIB_IK -> Tugboat, so I can use some of the same system for the tugboat driver
Use a different, simpler system for tugboat wheel rotation
Tugboat steering wheel turns
Recalculate width of labels who've been truncated (#1116)
Run truncated labels through yoga again with the new measurements.
https://files.facepunch.com/crayz/1b2111b1/Photoshop_ongkU1whrx.png
Implemented rope climb animation
Enabled on all rope climb prefabs
Disabled the new "Forward" particle effect on RHIB until we have all changes merged (see Asana)
Cleanup overflow & nowrap usage, add IsTruncated to TextBlock
Recalculate label's yoga node to the size of truncated text
Merge from ferry_terminal
Merge from ferryterminal_media
Remove spammy log in VoiceRead
ShaderGraph: Add step option for parameters to control the step size for material editor sliders
Optimizing overly expensive underwater bubbles & plankton WIP
Fixed misassigned bones on new viewmodels
Unsaved viewmodels render update
Nixed late blue cast on water splashes, looks odd in certain weather conditions.
Fixed issue with throttle splash on rhib.
divingsuit world model, prefab setup, icons
Use the version of tugboat_dirt_leaks from Tugboat branch
Fix decal entry defaults not being set
Get rid of decal convars and use the fade times from decal definition
One more tweak to controls LOD0 mesh
Finished tugboat and controls LOD0
Tugboat texture tweaks
New specular map for glass
Don't open a blank asset resolver window if we're missing _bakeresourcecache shit
Don't need to collect vfx manually here anymore
Make new material use the right shader
Move core/base shader check to AddAsset so package references don't try to upload core shaders too
Do not try to sign local builds on windows
Merge pull requests
* Added flags of the world to DIconBrowser (Community Contribution)
* Do not set PANEL.ClassName in vgui.CreateFromTable to a missing variable (Community Contribution)
Added render.RenderFlashlights
This is aimed at completely replacing render.Push/PopFlashlightMode and allows to render flashlights on an IMesh correctly.
Added some Position particle initializers from CS:GO
* Position Along Ring
* Position Along Epitrochoid
* Position Modify Place On Ground
* Position From Chaotic Attractor
More particle operators & changes
New initializers:
* Scalar Random
* Vector Random
* Vector Component Random
* Set Hitbox to Closest Hitbox
* Set Hitbox Position on Model
* Velocity Set from Control Point
"hitbox" and "hitbox set" parameters added to:
* Position on Model Random (initializer) - also `hitbox scale` is now `model hitbox scale`
* Movement Lock to Bone (operator)
* Cull relative to model (operator)
Added more particle operators
* Remap Particle Count to Scalar init
* Remap Direction to CP to Vector op
Fix DME Model picker not really working
Build dmxconvert
Fixed missing material warning in particle editor
Added a few more particle attributes
* screen space effect
* normal
* Visibility input dot
* Visibility input distance
Added "ender models" particle renderer
unfuck C_EnvProjectedTexture header
Fix some NPCs that create entities crashing when at the entity limit
Sandbox tool & constraint library improvements when at entity limit
Added filter_activator_context and filter_activator_model
Added new inputs/outputs to func_tracktrain
New inputs:
* SetMaxSpeed
* MoveToPathNode
* TeleportToPathNode
* LockOrientation
* UnlockOrientation
Outputs:
* OnArrivedAtDestinationNode
Added 6 new inputs to all entities
* SetLocalOrigin
* SetLocalAngles
* DisableDraw
* EnableDraw
* DisableReceivingFlashlight
* EnableReceivingFlashlight
Also
* Disable flashlight keyvalue
* EF_NOFLASHLIGHT Lua enum
Add input/output description to Entity Properties window
https://files.facepunch.com/rubat/1b2011b1/4KdxnzGL4u.png
ScreenSpace particles adjustments
Set 'connect' Rich Presence string when joining a server
Hackaround for static prop support for util.DecalEx
Probably fixed a (linux only?) srcds crash with debugoverlay library
Added prop_sphere to FGD and added 'radius' keyvalue
removeid checks first argument for entire SteamID too
Added Weapon.Set/GetDeploySpeed to all weapons
Trying to profile an error that turned out to be corrupted asset bundles
Fixed SocketMod_InWater (was broken inside pools)
Fixed fishing rod (was broken almost everywhere)
Fixed various rendering issues with the torch on & off state.
Disabled the viewmodel flare for now because of compatibility issues, and tweaked the glass to get more traditional flaring to compensate.
Cherry picked
83701,
83708,
83709 => Standard override update, Decal Layer Masking
Calibrated the brightness to match the vanilla torch