241,434 Commits over 3,867 Days - 2.60cph!
Switch to using filter terms (list of keywords separated by spaces)
Use stringbuilder instead of regex for highlighting
Fix mem leaks in vfx_vulkan, use smart ptrs to not fuck ourselves over again
[pick] encoded_normals.fxc fixes, we shouldn't be using PixelInput in core stuff anywhere
Reduce spas12 AI effective range
Add normal from first valid manifold on contact to friction events to pass to C#
Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary
Salvo of bugfixes for ferry terminal
Fix UI NRE when inserting a redirect skinned inner tube into a research bench
50% chance to switch weapon based on target range, when in cover.
VideoPlayer: Allow playing videos from URL in both overloads
SliderControl: call OnValueChanged when dragging
Add VideoPlayer.Muted placeholder
Merge from ferry_terminal
Basic console filtering
Highlight matches
https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4
Also apply filter to logger name
Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx)
Correctly spawn soft or hard physics impact particles + decals based on squared speed
Adding fallback shader when no tessellation is supported
Diver Suit model/materials/textures
Use ContactPoint + SurfaceNormal to pass into AddImpactSound
Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface?
Failing test reproducing #1027
Fixed #1027
There might be other reasons why methods won't resolve, will re-open if we encounter that
Get rid of "avataranimated" reference in Avatar.IsAppropriate
Revert "telephone box"
This reverts commit 122dbe75266b7c496cd573ea9228cc6959321037.
telephone box
fixed wrong texture
Add a LOS and distance check to turn and run for cover
Organisation for the future
Failing test reproducing #1027
▊▉▍▅▍▅▉ ▄▌▆▆▊▊▅▅▍ ▌▇ ▌▄▇▅▇▍▅▆▋▄ ▊▅▍▍ ▇▄▋ ▆▌▅▆▆▅▄█ (▄▊▋▊▊▅▆ ▇▇▊▍▄█▆▄▍▊)
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
MP5 weapon progress
work in progress of the MP5 SMG
trench cover and telephone box
miniboss exploder fire
tweaked unit moveSpeedFactor
more miniboss exploder behaviour
unit can lose player target
trees/barrels etc cant have target
balance etc
Reverting Kayak, RHIB, Rowboat and SubmarineDuo prefabs to pre-merge versions from this branch
pivot fix, fixed decals, set up lod values correctly, shadowproxies
merge from ferry_terminal
Don't create tools triangle list for runtime meshes for now to investigate crash
Play audio using stream.play but disable for now to see if it's cause of crash
Leaderboard backup, run #3673
Query references using the find api instead of manually
Package Card org links to org
Fixed incorrect joint behaviour in ragdoll due to init order changes
big clean up, combined materials, lodded, shadow casters, decals wip, collision
v_usp: ported existing animations to updated FPArms rig, adjusted grip, made reload animations more distinct, added dry fire state, made it & regular fire properly self-interrupting