248,583 Commits over 3,928 Days - 2.64cph!
Update Game Manifest for Medieval Barricade
Created Medieval Barricade Icon
Setup Medieval Barricade Icon on Item Prefab
- Added some small extra stats to the side
- Further Localisation
- Profiling
Attempt to use static nav generator pools again
merge from ice_sculptures
Can modify weapon model with modifier, moved weapons to center
Merge from auto_cpu_affinity
Conflict resolution, use stat for this too
Added Medieval Barricade Model, Textures, Materials, LODS and Colliders
Created Basic Medieval Barricade Prefab
Setup Basic Medieval Barricade Item Prefab
Move initial stuff into stats container, add damage modifier
Codegen, add toggle to options menu
Rename Unbuffered to SendImmediate
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cement mixer
Merge branch 'main' of sbox-assets
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update path of build-shaders, upload all shaders as artifacts
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
fixed river source prefab
Support animation on bone merged skinned renderers, bones not included in the merge will be animated https://files.facepunch.com/layla/1b2811b1/sbox-dev_YF71imyY7R.mp4
Compiled shaders with ao viewporting changes
CommandLists SetConstantBuffer and be able to specify mip
Motion::TemporalFilter is converting from Pixel Coordinates to UV not the other way around
Rename NetTransmission to NetFlags, hide RpcMode
Fix navmesh native destructor
Half-res reflection, fix water fog
Update .gitignore
Marginally better hand randomization
merge from hackweek_car_radio
Car radio deploy sfx and impact effects
Fix Right Click -> Create Sound Event creating sound events with empty sounds instead of using the selected sounds
Don't need to update editor compiler if not running in the editor. Dedicated Server won't try to compile editor stuff
Non static init of navmesh generators
Prevent car radios being able to be deployed in eachother
Fix multiple cameras causing dynamic shadow artifacts
Co-authored-by: samzanemesis <sam@sampavlovic.com>
sculpting doesn't consume item condition
cleaning up deprecated rocks references in prefabs and scenes
Fix ambient occlusion in offsetted viewports
Instanced rpcs
Expose transmission
Inspector History Button fixes
adjusted binocular lod distance to be a bit more accomodating
Recoil is smoothed, returns to zero
Add gravity / jump power cards, list their effects in ICardDisplay
Refactored the battering ram door to be an interpolated body instead of a sub ent (wip)
Mounted length set to 1.0
Mounted length set to 1.0
Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
Quick burst cloth setup on flag