14,134 Commits over 1,583 Days - 0.37cph!
letter box - adjusted front for better snapping
wall letter box - updated prefab
Merge branch 'master' of sbox
ModelDoc: Attempt to reorder folders of clones properly
letter box - fix for grid scale
Merge branch 'master' of sbox
Update some auto recompiled assets
Fixed ButtonEntity linear movement direction when parented
Switch platform entities back to SetPos+SetVelocity movement
wall letter box - adjusted size to snap to grid
Merge branch 'master' of sbox
New TreeView - adds smooth scrolling, entity and panel list improvements
Add Release Mode option to compiler settings
Add "Copy Path" to asset inspector header menu
Use .addon for project templates
- Removed template.json.
- Use AddonConfig meta to show information in the addon creator dialog.
- Allows template creators to set up any information for their addon to be passed to newly created addons.
Remove non functioning ent_text and related commands
Add ent_text & restore ent_remove_all commands in C#
Fixed Pulley constraint not respecting break limits
Audio changes
* Remove view entity sound bias, always 12u in front without the pitch issues
* Update carpet materials to use carpet surface
* Update concrete materials to use concrete surface
* Base reverb volume reduced drastically
ceiling light - set to static
fire exit - made static
Merge branch 'master' of sbox
Remove bullshit from soundevents_core
cctv globe - lod 0
Merge branch 'master' of sbox
Add lock abs transform scope guard when updating graphs to avoid IsValidToRecomputeTransformState assert
Fixed 'Unhandled RPC' error on map cleanup with ParticleSystemEntity
Fixed PhysicsJoint.CreatePulley always returning null
Do Plat_ExitProcess so we don't hang, and will catch shutdown errors
Add gpu info to crash logs
Remove MOVETYPE_*
Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.
Tools.ComboBox.TrySelectNamed fires OnItemChanged() on success
Fixes Launcher not doing anything until you reselect a game config
Remove warning I left thinking it was dead code
advertising board - prefab with breakable glass
advertising boards - lods
Merge branch 'master' of sbox
Fixes and Adjustment to Jumpsuit Outfit + Colour Variation
Fixes to the lowpoly, textures and skinning. Plus LODs have now been added as well as a blue coloured variation.
https://files.facepunch.com/daniel/1b1811b1/slack_Vk0gTN69pu.jpg
Move the error list from Sandbox.Tools to tools addon
ErrorList keeps a static list of diagnostics for when the widget is hidden/shown as well as hotloading
Use lovely new managed ItemListWidget instead of ListView for ErrorListView
Remove SOLID tag from prop gibs, add debris tag
Fix physics timescale default
Fix tags set in Hammer not reaching the in game entities
Fix console spam on map load with paths due to unfortunately named properties
Merge branch 'master' of sbox
PhysicsShape Add/Remove/HasTag methods take strings instead of uint
Merge branch 'physicshape-tag-strings'
Rework Entity.OnPhysicsCollision API a bit, mainly adding all data for the other entity in a collision as well as the Surface and PostAngularVelocity of both
Restore physicsgamesystem interop used for collision event
remove sv_gravity and all other movevars
Remove a bunch of movetypes
delete src\game\shared\movevars_shared.cpp/h
Get rid of phys_timescale
Get rid of sv_skyname
Initial Physics Settings class
Obsolete Global.PhysicsSubSteps, Global.PhysicsTimeScale
Simplify physics substep math, store substeps and timescale on world
Physics settings page
https://files.facepunch.com/garry/26f366ac-323a-4258-8106-0f1fa49a3e58.png
Game page
Move compiler stuff into project settings, add a couple more options
Merge branch 'project_settings'
Remove CBaseEntity::VPhysicsShadowCollision (S1 legacy code)
Delete PhysicsGameSystemS1 and other unused crap
Get rid of legacy gamevcollisionevent_t, cleans up calls to CBaseEntity::VPhysicsCollision
Move C# collision interop from CBaseEntity::VPhysicsCollision to CPhysicsGameSystem::DispatchCallbacks, call C# once per collision instead of once per entity in that collision. Give ourselves additional data to expose onto the game API.
Fixed breadcrumb passing the format, not the formatted string
Better error on Open Image Denoise error
Add breadcrumbs to CUtlLinkedList overflow
When resolving MSAA, account for alpha
Fixed package meta deserialization for enum values
Solves collision matrix info not loading on remote packages
Animgraph: Better way of deleting selection without deleting group input/output
Citizen/animgraph: updated Rifle/SMG branch to use new deploys & fix IK
(Also fixed a weightlist error.)
Merge branch 'master' of sbox
Animgraph: Don't allow group input/output nodes to be copied
Delete physics_testbed
delete physprofiler_subtool
Delete rubikon serialization, reflection, snoop, intersectiondictionary
Use copy_postbuild.cmd instead of just copy.cmd
When out of memory, drop a breadcrumb describing how much we tried to allocate
Add breadcrumbs around startup and shutdown, loop changes
updated map prefab, materials, models, fx
Merge branch 'master' of sbox
Delete some orphan textures
Actually fix launch config cookie being stomped..