241,449 Commits over 3,867 Days - 2.60cph!
Subtract
82913, was going to be a problematic merge with SleepingBagButton changes on main
Fix skin material not being applied to SceneModel clothes
Added `indirect_rendering` and `instanced_rendering` convars to toggle new rendering modes
InstancedRenderScheduler added to scene as singletoncomponent
Create renderers on startup
Now renders stuff and somewhat works
Fixed cluster respawn markers not correctly showing occupied states while the player is alive
Fixed respawn buttons still sending a request to respawn on click even if they were clicked while the player is alive (it was ignored on the server, but no need to send the traffic)
Muscley Citizen Skin (Work in Progress)
https://files.facepunch.com/daniel/1b0111b1/Photoshop_BTmDLMnH03.jpg
Initial asset for the Muscley Citizen. In need of some general adjustments and fixes. A more defined set of legs and hairy back coming ASAP.
As well as skin colour variations.
Exposed Movement Damp Multiplier on the player model prefab, lower = more snappy
Only applies when the player isn't underwater, we have separate damping for that case
Bear animation controller changes, new transitions from idle clips to breathe, remove exit time from walk and breathe anims
Merge ragdoll extras back to main RagdollRewrite2. Fixed server->client sync not working.
Update to use Input Actions
Rewritten SegmentBar to fix flickering when rebuilding panel
Turn off all exterior lights during daytime.
Fixed the close flare on the new ceiling light fixture
Final playthrough polish on lighting prefab.
tiny inventory style adjustments / fixes
Use material icons
Always run the ragdoll PreProcess (not just on client). Make the lists that the PreProcess sets up [ReadOnly], so it's clear that they don't need to be set manually.
unpacked model prefabs in SC skin prefabs (applying prefab overrides)
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fixed see through aspect on metal concave roofs
Restore $envmapsphere for vertexlitgeneric
backport from x86-64
Added $pp_colour_inv to g_colourmodify (spawnmenu included)
Added $phongdisablehalflambert to skin/phong shader
Move a bunch of style stuff up
Get rid of BaseTextBlock
Cleanup
More cleanup
Add Sandbox.GameMenu
Fix menu hotloading
Add HeavyGarbageRegion
If no menu is found in dlls, load from base addon
merge creation_gibs to main
network++
block upgrading while animation is playing
Scroll past the mask
Category buttons
Add sub-category filter
Reset scroll on item list rebuild
NRE checks
play old upgrade sound when creation gibs are disabled
perf fix
Setup LODS correctly on waterpistol.
Added missing rack configs for waterguns, snowball gun, others.
Sdf modification methods are now async
more accurate SC roof top line collider
LOD1 tweak
setting up new bear anims in unity 'bear anim updates' branch.
armored window bars collider rework
SC skin wall.window touch up
Interop bindings for OpenVR overlay intersection
Expose VR compositor to managed context
VR - only wait for present if we have a valid swapchain
Bind GetTrackedDeviceIndexForControllerRole
Add GetTipTransformForDevice, use ComputeOverlayIntersection for virtual mouse pos inside VROverlay
Nicer way of doing all this custom input stuff
TryGetInputDataForControllerRole, don't set nPriority manually (it gets overridden by dashboard anyway)
Use dominant hand for VROverlay inputs (for now)
Add bindings for action data
Fetch & use trigger handle for button presses - probably not the best way to do this, but it'll do for now
Managed only menu chord binding
Temp place for menu binding hook up, just wanna make sure it works
Move menu screen test
Forgot to hook up menu chord on right controller, oops
Managed only menu chord binding
Temp place for menu binding hook up, just wanna make sure it works
Move menu screen test
Forgot to hook up menu chord on right controller, oops
Settings view, input, checkbox, slider etc
Strip CPhysSurfacePropertiesSoundNames
exported some bear anims to test on the 'bear anim updates' branch