191,988 Commits over 3,259 Days - 2.45cph!
Revert enabling auto retry in EF on main database
ModelDoc: Add custom map option to lighting mode
Grab server owner from client list, display their name instead
updated slide decal
graveyard walls - added a damaged segment for compound
compound progress backup
Disable current game title textentry if we're not the server owner
Implement rpc for every particle function
Remove particle protobufs
Remove prediction logs
hlsl_parser: strip D3D9 const defs
hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers
rendersystemvulkan: add missing debug utils check
initialize these hlsl string variables so dxc likes them
fix vulkan shader errors
vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess
Use DXC shader names MainVs, MainPs etc in vulkan pipeline
Clean up SelectionDialog + move to tool base
Select current entity / bone in entity/bone dialog
Initialize SceneCamera with a field of view
Don't return infinity from SphereCameraDistance
Lerp auto camera distance
Reduced variant count on core shaders
PrefabLibrary update to _attachment and bonemerge support
Refresh entity node when model changes
Bones in the tree is bad, lets not repeat that mistake
Move SelectionWindow to own file
Can delete nodes using delete key
Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4
killed shadow proxies on cave segments - needs deep S2P
Added source files for plastic_bucket_a
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Loose Jeans Updated files
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pooling/reuse tweaks for pegs and pivot points, also now works for placement ghost models.
Fix paint should no longer be called spam
Add TreeNode.Parent
Can't drag entity node onto its own descendant
Fixed FloatProperty slider not working if textarea focused
Remove line edit precision changing when focused (this is horrible ux)
added some extra sentries to cover exits
extra dressing
Rename all the Drag Drop events to start with OnDrag
Can drag drop entity nodes to reparent
Leaderboard backup, run #557
Item redirects will no longer appear in the filter search
Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes)
Fixed NPC clothing appearing in the filter search box
construct update , lighting , material, vtx color tweak etc...
updated textures/materials
Merge branch 'master' of sbox
Parallax offset should be in the pixel input, not vertex input
Fix flag toggles fighting with game object LOD scripts
Fixed gun cam screen not turning off anymore
Removed unused bits and pieces
Added (very basic) UI to attack heli
Turn damage FX off by default for now
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
- Fixed 'Powered' list set on attack heli not showing/hiding correctly.
- BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set.
- EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported.
- New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.