240,945 Commits over 3,867 Days - 2.60cph!
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Merge from post-radial-blur
Added ExplosionScreenBounceFade script
Refactor net writing / reading to support general serialization (#19)
Use BinaryReader / BinaryWriter (#19)
Added explosions overlay script
Fixed radial blur line endings
Small NRE fix to LensDirtinessEffect
SceneCamera.ViewportRect to Rect
Lets use the flags for ClearFlags, it's gonna be cleaner in the UI
Prefab editor 2 (#1262)
Cleans up prefab editor. Makes it possible to make prefabs without using the entity system.
Track which spawn location an island takes.
Added a Return() function ready to call when we start returning/destroying tutorial islands.
Free up the spawn location again when an island is done with.
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Take a valid island position from the list each time we create an island.
Doesn't re-use/release yet.
Validate constructors as part of AccessControl
First version of post-process radial blur
Make m_SymLinks a CUtlMap
Prioritize local files over downloaded (symlinked) files
Initial commit
Scene/GameObject/Component test
rock_scatter updates
added LODs
added rock_scatter_pile_05
https://files.facepunch.com/jason/1b1411b1/sbox_uwgfrr1A1J.png
Don't iterate the SceneCameras yet, we should iterate the Scene for Camera components when that's in
merge from main -> global_networked_bases
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Convert to static class, get rid of gizmo debugging stuff.
Experiments with layering cameras and multiple viewports
Don't recycle depth from aoproxies for dynamic reflections, loses a fast depth prepass but focus on correctness first
Fix hi-z depth chain with offsetted viewports
SceneCamera.Enabled, WeakRef in Directory, ClearFlags -> bools
Initial FillEdges implementation for getting valid islands along the map boundary edges with no overlaps. Support for loops.
Editor: set gamemode to CurrentGame, loading map manually / from hammer should use active game
Editor: Add Min/MaxLength to ProjectConfig.Title to match asset manifest spec
Editor: Add Project.Config.Title to review wizard
Editor: check for validation attributes on review wizard page, can't continue if it fails
Nicer component selection, categories, icons
Update chunk transforms in `SdfWorld.Update()`
Fixes #18
Set up b_sprint parameter in prep for max's sprint anims
Reset index of trianglebuffer & indexbuffer when creating geometry buffer
Fixed map marker list going off screen when adding lots of markers
Allow no root object, root object dictates entity or gameobject workflow
fix avatar icons
item flytoplayer
sharing upgrade
heal player shoot upgrade
low hp teleport upgrade
reroll/banish sharing upgrades
coup de grace upgrade
use MusicPlayer
Merge branch 'main' of sbox-sausagesurvivors2
merge from wr_scale_fixes
merge from parachute_dismount_improvements
merge from water5-black-flicker-fix
Leaderboard backup, run #5933
Finish base videos
Fixed uncompleted optional objectives preventing a mission from being completed once all other objectives are satisfied
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Add videos for mission 2+3
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Updated trace solver from valve
Very experimental change: don't run RustText text localizing/translating if we aren't editing the prefab or have a scene open that the text component is part of
Fixes GameUI and EngineUI running 30k text updates and triggering an asset reimport every time an unrelated asset is created or modified