240,901 Commits over 3,867 Days - 2.60cph!
Remove old fix for shaders on linux
Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C#
After source cubemap is created, go through render tools to mip it to the cubemap array
Rename, this isn't a hud anymore
Added PathFinder.PushPointsAdditional and PathFinder.BlockedPointsAdditional
Better handling of multiple connection points close to each other when generating rail layout
Add some docs to the readme
Failing test reproducing #7
Failing test for overloaded operators
Support implicit conversions (#7)
Switch to running in a custom menu, error fixes for latest sbox
Fixes for running with latest sbox
Fix for transform-origin values not correctly being applied
Added monument topology to the entrance scene
Lingering smoke atlas with termination baked in, probably better than all this shader fuckery.
sound.Play better optional argument handling
New default crosshair + options
Options > Multiplayer > Crosshair Customization
Train tunnel entrance scene
Can infer type arguments in most cases, fixes #5
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Missed a misaligned indent
Quick cleanup/refactor after merge
Restored create or resume tutorial process functionality.
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete
Fixed AddNode tests not all showing up
Store user data as JsonNode
construction wall blend hotspot
https://files.facepunch.com/louie/1b2111b1/sbox-dev_6gDt0SwqPX.jpg
rect file
cobble stone blend
https://files.facepunch.com/louie/1b2111b1/sbox-dev_UbWdxKkwVg.jpg
Fixed heavy walking sounds
Just position crosshair at screen center instead of funny business
Fix deployable hud labels having bg. Fixed claymore mine laser
Reload indicator with help from css guru @xezno
Typo
ITypeLoader: allow things like access control checks
Test for generic node types
Unique identifiers for each node definition, simpler JSON
Avoid using type names to identify node types
More WIP and a tricky merge.
Give our shader programs debug names so we can see them in debugger/renderdoc
Geometry shaders still need access to VS_INPUT
Fixed T1 HAB armor door being included in the gibs
cherrypicked from decal fix
Shipping container fixes to triangle up / down roof pieces (better alignment)
Added decal gizmo icon for selection, visual guides for projection and texture orientation
Infer parameter types where possible
fixing several bugs
improved destruction gibs on frames and foundation steps
Fixed electrical switch on and off inputs not affecting the switch as expected and requiring rewiring after use
Applied the same fix to smart switches as it looks like they were copy+pasted from the ElectricSwitch component
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Leaderboard backup, run #6101
Log stack traces
Handle badly defined GameResource more gracefully
More cleanup, destroy all entities on the island
Remove islands from the active island list on the server and client
WIP cleanup after tutorial is finished
Added a PostServerLoad callback to MissionObjective, supports setting up any session specific behaviour set up in MissionStarted or ObjectiveStarted after a save is loaded
Copy GUID of DofExposer from main, unsure how this got changed
Merge from dof_exposer_improvements
Show depth of field values on camera readout if the dof exposer is active even if the dof convar is false
Change readout to "DOF=false" if dof is disabled
Added a start modal to prompt the player whether they want to start a tutorial