240,905 Commits over 3,867 Days - 2.60cph!
Working version for testing
Players can't place things in the supply box
Build navmesh for islands loaded from a save
Implemented ActionJig<T>.Invoke()
Serialize / deserialize ActionJig<T>
Fixed serialization tests
Refactoring, test case for ActionJig<T>
Started documentation, some conversions to/from Delegate
Bike wheel
Merge branch 'main' of sbox-assets
Ambient occlusion proxies made by SceneSystem instead of entity system
Additional work, some in previous commit, changing IronSights so Enabled isn't a public var that can be set in inspector. This was often being set to default to True, when it should have always defaulted to False and let the player's ADS input fully control it.
Nice transition for ADS into fullscreen UI
OOG Volumetric Fog
* Added SceneCamera.VolumetricFog and SceneFogVolume
* Fog volumes are part of SceneSystem instead of managed separately
* Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes
* SceneMapLoader loads SceneFogVolumes and light_rect
removed previous textures
updated brutalist skin textures
UV mapping fixes post texture update
Redo of some gibs post texture update
Make these entities internal, no need for public use in legacy entity system
Make sure entities have default values in Hammer
Remove IsMaster from volumetric fog controller entity, it doesn't do anything
VolumetricFogVolume use BoundsHelper
Fix editor sometimes loading base tools package in the wrong order
icons
Merge branch 'main' of sbox-sausagesurvivors2
update offered upgrade when level increases by other means
enemy wander timeout, tweaked player detection
dash repeat tweak
▍▉▉▌▊▅▅ ▋▌▄▆█▆ ▆▄▉▇▄▅ ▋█▋▉▌▍
Updated deploy guide and fixed short LOD distances for siren light.
Leaderboard backup, run #6077
WIP tracking when a player has either completed the tutorial or declined it, still pretty broken
Revert initial resource objectives
NavigationMesh available out of game
* Supports runtime generation
* Pathfinding all in c#
* Save/Load navmesh
* Added Triangle struct
Fixed conveyor Filter AND mode outputting the filter success output if no items passed the filter
NavigationPath is in engine now
Fixed player potentially getting stuck in the skydiving pose when stuck between two objects and considered non grounded
Skydiving animations will now only play if the players velocity is > 10, should also fix some reports of the animation triggerring while climbing ladders
Fixed some IK weirdness during parachute deploy animation in third person introduced in
87586
Fixed minicopter push behaviour regression from last month
Wheels weren't being updated all the time anymore and most of the minicopter push movement is via the wheels, so now we let the wheels run while we're pushing
▋▄▅▇▆ ▊▋▊▇▊ ▇▅▄▍▊ ▄▆▊▋▅▌▌█▊ ▌ ▋▋█▄▄▊ ▉▋▍▇ ██▋ ▊▅▄▊▍▄ ▅▍ ▋█ ▌▍▅▋▉▅ ▇▌▉▉██▌▇▊▆ ▍▌▇▅▉ ▆ ▊▉▍▊▄▅ ▌█ ▉▌▍▇▊▅ ▌▍ ▍▊▉ ▉▌▌▆▅▆ ▋▄▊▄ ▆▊▊▌▊ ▆▊▋▍▅▆ ▍▄▄ ▊▉▉▋▉█ ▄▌ ▋▉▄ ▇▋▆▌▇▆ ▅▆█▆▅▆ ▉▍▌▅ ▅▄█ ▇▉▌▌▉▊
▋▄▉▆ ▍▇▍ ▅▋▆ ▉█ ▍▉▌ ▄▋▊▋▉▆ ▄▋▊▆▍▌▆▆▉█ ▌▊▆▉▅▉▄█ ▌▅▅ ▋▊▇▋▅█ ▉▆▌▆▅▄▇▋▇▌▄ ▍▉▋▌▆▌▊▋, ▋▄▊█▊▅▍▇▅▆'▄ ▇█▌▇ ▊▍▋▆▋▉ ▍▌▌▋▄█▇█▆▉ ▌▊ ▍██ ▍▋▅▅▆▋ ▅▉ ▇▉▉▅▅▄.▌▉▉▌▆▌▆▌ ▋▊▊▉▌▌▋ ▅ ▋██▍▋ ▆▉▅▉▌▋ ▇▉▆█▇ ▅█▇▍▇▋▋▉ ▆▄▍ █▉▊▌ ▇▋▅▌'▄ ▋▆ ▆▊▍█▇ ▇▅ ▌▆▉ ▅▆██▉▋▌ ▍▋▌▊ ▊▆▅▉▍▄
Removed the legacy parachute animations in the player controller, they weren't being used but were throwing some warnings on boot
Improved hand IK easing on first person parachute, created a new SetParameterCurveAnimatorBehaviour behaviour to set a float parameter over time during an animator state
Added vehicles to the parachute pre deploy space checks. Prevents parachutes getting deployed too early when jumping out of the scrap transport helicopter hitting the helicopter and instantly killing the parachute
Water level must be at least 5m below the players height before deploying the parachute, fixes jumping with a parachute equipped while standing on an rhib deploying the parachute (which would immediately crash and hurt the player)
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
Atlas tweaks & particle system iteration
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence)
Remove env_cubemap_box from fgd
Network tables for env_cubemap_box
Create SceneCubemap from entity properties
Add indoor_outdoor_level (priority)
Helper for baking fog
Make baked fog work again
Work out global bounds in the CVolumetricFog so we don't have to worry about it anywhere else
▉▊▉▊▊▊▅ ▊▇▋█▌▉▌ ▄▄▍▊▉ ▄▋▌▅▌ ▄▉▌█▌ ▊▋▇ ▉▋▉▄▋▇▆▊▍ █▇▅▍▍▄▆▄▌ ▆▅▋▉▋.
Cycle validation test (#4)
Emit some validation messages for things like type checks (#4)
Emit some validation messages for things like type checks
Validation: sort topologically, update dirty nodes in order (#4)
Bring clipboard back in case people were using it, forward to Sandbox.Game
Move UseTemplate attribute
TypeLibrary fixes
Move input, UISystem