241,434 Commits over 3,867 Days - 2.60cph!
Lots of fixes make the grid based rendering minimally functional again
Lerp root bone positions while simulating iterations to help smoothen movement
pizza source files
Update pizza_box_gib.vmdl_c
Merge branch 'main' of sbox-assets
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
GetPixels: add dstSize parameter instead of dstStride
Add Texture.GetPixels3D<T>()
Texture.GetPixels( int mip ) now gets everything for array / volume textures
Added Texture.GetPixel3D() to complement Texture.GetPixel()
GetPixels: fix nativeDstRect size
GetPixels: stride fixes
Strip unused from AsyncRequestStatus_t, give more descriptive status strings
Squash commit of everything so far
Tests use AddFromFileBuiltIn when adding base addon
bullet bounce hurt self upgrade
treehugger upgrade
heal shoot upgrade
mine bullets upgrade
on heal other callback
xp still gain upgrade
miniboss troll
fix damage number rounding
fix radiation upgrade hp draining
Added LOD4 for the pumpjack
Add `Instancing` namespace
Start implementing storing meshes into grids to enforce max render distance & frustum culling effeciently
Proper directory for tank 4 cinematic textures
Made monument topo bigger around road node
TickRate project settings
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
CopyToStagingResource: only use 1 mip level / array slice in staging texture
CopyToStagingResource: fix copy destination offset
Force lighthouse to be at least 100 meters away from other monuments
helmet variation 1 & 4 cinematic textures
Fixed water pump placement issues (stating water too shallow when it wasn't)
Tank 2 & 3 cinematic textures
Updated Vintage Alarm Clock, Vintage Wall Clock and Smoke Detectors to meet feedback
Remove old log, fix resource paths, have color/nocolor use simple shader, remove pixel-snap scss props
Ocean is slightly less transparent when shallow
Increased effect of diving mask in deep water
CylinderVar4 cinematic textures
Fixed another WaterSystem.Trace NRE on maps that don't have a water system
Fixed a gap above lower dack door
Tweaked tugboat gibs mesh / split the main body into three parts and reoriented the mesh
Added vehicle privilege child entity to tugboat (this is easy to reapply, so give me a shout in case anyone is getting a conflict with their local changes)
Vehicle auth system improvements
Move JumpList into Sandbox.Engine, set up in ToolsDll
Fixed WaterSystem.Trace NRE on maps that don't have a water system
Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds
Citizen/animgraph: enabled bouncyspring on pelvis lean additive
Added Texture.GetPixels<T>(srcRect, slice, mip, dstData, dstFormat, dstStride)
Fix reading non-zero slice from 3D texture (#1118)
Add Mass and Direction named control points for friction particles. Mass is body mass, direction is body velocity normal. CP0 is already setting position and contact normal
Lower destroy time for effects
Reorganize scrape data in surface def, lower default values. Don't fallback to rough by default. If it's a smooth scrape and there's no effects for that - do nothing by default
Surface is considered smooth by default, can set roughness factor higher for rough surfaces...
Get material for triangle by index for shape 2 on friction events should fix all friction events against world surfaces having hit surface be "default"
Cherry picked
84175,
84176 => Fixed base UV affected by emission UV; Emission toggle not disabling emission
Fixed Emission toggle not actually disabling emission
Fixed Base layer UV when Emission uses secondary UV
reverting to straight exit out of ferry terminal
Added helmet var 3 to cinematic rig, added helmet var 3 mats/4k textures
Fixed Emission toggle not disabling emission
Fixed Base layer UV when Emission uses secondary UV
added uv2 to tv and base emission texture
updated textures