250,286 Commits over 3,959 Days - 2.63cph!
Leaderboard backup, run #
16949
lots of siege weapn sounds (few things still WIP)
Headlight mats enabled+disabled.
Same fire effect rotation fix for battering ram and ballista
Tuned screenshake on fire.
Boulder impact matches target normal.
Remove C++ side of Dynamic Reflections, this is becoming a component like SSAO & going to use DepthNormals
Remove FramebufferScratchTexture, it was used to fetch a rendertarget over multiple frames easily and only meant to be used on dynamic reflections in native side, our C# RenderTarget is equivalent to it
Moved to the correct folder.
Catapult fire effect rotation fix
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold
GTAO uses Normals::Sample() instead of recalculating normals from depth
https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold
GTAO uses Normals::Sample() instead of recalculating normals from depth
https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
In water effects and head motion
Skidding effects
Tweak to make transition between basket mesh into projectile state more seamless.
- Setup new full reload 3p animation
- Ensure straight transition from fire to idle state 3p
Minor entity value changes
- Try a cheaty approach with rotation code in the viewmodel
- Setup a reload end duration to prevent spam right at the end
Catapult server projectiles radius set to 0
Increased catapult admin command radius to 100
Added catapult.fire command
Update rat death prefab to use new version of impactfleshmist
Fixed catapult admin reload not updating the animation
Re-saved out impact.flesh.mist to fix up refs
Horse swimming animations, effects and audio
merge from lunar_new_year_2025 branch - snake mask files and icon
Ensure idle animation is set to loop time
- Custom delta time to improve code animation smoothness
- Override reload fraction to .95 instead of .90
- Reload fraction server time changes
Fixed bug in clientside fractional reload causing final reload to be scheduling another reload under the hood.
(Was causing client animation problems)
Radiator Mesh and texture updates
Added 4k Textures for and cinematic material for the lunar new year snake mask.
Update x86-64 script too
Update FGDs to include gmod specific additions
rollermine spawnflag, beam_spotlight SetColor
Prevent singleplayer tool ghost from saving in saves as a prop
gmsave.SaveMap now respects Entity.DoNotDuplicate fully
Update gmod.code-workspace
Merged Pull Requests
* Use render.PushRenderTarget instead of render.Get/SetRenderTarget
* Main menu news panel now has rounded corners
* Added ability to copy sandbox tool class names via right clicking
Pull Request - Improve skypaint matproxy performance
Improve skypaint matproxy performance (#2107)
Dry fire + auto-reload if trying to shoot an empty gun
hooked up snake mask icon to .sitem
Burst cloth on snake mask lods
Use `render.PushRenderTarget` and `render.PopRenderTarget` instead (#2180)
Rounding out the news panel (#2185)
Amend MoveMode.IsStandableSurace typo, though I can't Obsolete the old one without an error
Updated snakemask item prefab with new icon
updated Lunar new year mask textures
Added icon for mask