241,378 Commits over 3,867 Days - 2.60cph!
Converted all the stuff to the new shader vertex stream format
Lingering post-explosion mushroom cloud WIP
Rebuild sqlite3 on ubuntu 18.04 so it doesn't depend on a too new glibc
Update runds.sh to include the Plugins folder in the search path instead of only Plugins/x86_64
Add build instructions for sqlite3 to my notes here
Use DisplayName on Leaderboard
Auto reconnection timer. Increased bitmap segment count. Extra logging. Re-use socket.
Make MainMenuPage inherit from Panel so we get better intellisense 🥴
ShaderGraph: Triplanar texture mapping nodes
ShaderGraph: Triplanar node tweaks
Fixed off-by-one halving max bevel width
Moved PolygonMeshBuilder to its own package
Remove debug again
Some initial work for 2D edge styles
2D: smooth cut face normals across chunk boundaries
First pass at edge styles
Might need to rethink this, large edge radii cause problems
Regenerate SDF meshes on resource change
2D: Get rid of inset bias for rounded / bevel edges
2D: Rewriting mesh gen to be edge loop based
Identify positive vs negative edge loops
Find which positive loop contains each negative loop
PolygonMeshBuilder
Formatting
Refactoring, skeleton of new 2D meshing strategy
CutMeshWriter
Chunk mesh clipping
.addon to .sbproj
New mesh writer almost working
Fixed rounded edges, dodgy clip fix
Bug fixes
Fixes
Another fix
More fixes, UVs for cut faces
Small fixes
Keep layer width consistent
New polygon closing method
More consistent position sorting for sweeps
Another fix
Debugging
A bit more stable
Refactor, stability
Non-reflex angles can split
Allow merges in either direction
Trying to find isolated polys is buggy, just do them all together
Slight optimization
Collision mesh generation
Remove debug
Some cleanup
WIP add vertices to limit smooth normal blend distance
Fixed off-by-one halving max bevel width
Moved PolygonMeshBuilder to its own package
Remove debug again
Remove debug
Some cleanup
WIP add vertices to limit smooth normal blend distance
Invite player empty frame
fix playercontainer card
Change folder structure, set match making as default view
Beginnings of settings view
Move changes to Panel.PaintManual to an optional argument
The optional argument overrides panel's clipping, allowing it to be rendered fully when its size is above screen bounds
Move OnRequestFullUpdate warning to developer 1
restore functionality of dtwarning convar, defaults to 1 now
Cherry picked
85476 => 6point particle shader changes
Fixed 6point particle shader flickering w/ motion blending + emission scale stream + reduced variants + improved custom vertex stream help box
Tweak stats flushing logic
Added BaseGameManager.OnEscapePressed()
Add Cloud.ParticleSystem, Cloud.SoundEvent, Cloud.Shader
Put developer preview in a few places so people don't think it's a finished game
Wrap header in if statements, add new body component
stats dps etc
StatsTab
add default value stat
hide some stats when unchanged
keep showing stats that have returned to default value
copy next upgrade
Dump embedded wav phonemes to sound meta if we don't have a meta, meta takes priority over embedded
Use RenderFragments for HeaderComponent, downside is there's more code duplication now
revert body changes for now
updated .addon
hud setup to razor
Put this back, might fix camera effects playing from other players POV.. this is hard to test
Upgrade SettingsMenu to Razor
Update Scoreboard to Razor to try to unfuck remote version
Update InputHint to Razor
fix header and footer
More header and body component
rip container out
Merge branch 'boomer2' of sbox-boomer into boomer2
Partial matching for NavigatorButton, so it works on secondary/tertiary navigation
navigation button, header strip
Center align header nav content
Add NavigatorButton, set "is-active" if CurrentUrl matches
strip styles into own stylesheets
Couch - TV
TV - fixed bug on lod 2 material
Updated couch AO proxy
Merge branch 'main' of sbox-assets
Slight optimization
Collision mesh generation
add variables and button style sheets
Leaderboard backup, run #4781
Set up more deployable guides, fixed some issues with deployment tracking
Reduced the effect of gravity on trains to 50% of a realistic value (instead of 100%). Allows locomotive to get up the new steep tunnel slopes
WIP second stage build mission