241,436 Commits over 3,867 Days - 2.60cph!
Fixed a race conditiony Lua error in properties.lua
Fixed certain "Entity Get Count of X" functions returning nil
* GetNumPoseParameters
* GetBoneCount - used to return -1, now returns 0
* GetHitBoxGroupCount
* GetHitBoxCount
* GetBodygroupCount
Return empty string on failure:
* GetPoseParameterName
* GetSequenceName
* GetSequenceActivityName
Minor cleanup
More Entity no nil returns treatments
Return 0 on failure:
* GetSkin
* GetSequence
* GetNumBodyGroups
* GetSequenceGroundSpeed
* GetSequenceMoveDist
* GetModelContents
* GetLayerDuration
* GetLayerWeight
* GetPlaybackRate - returns 1 on failure
* GetBoneName - returns __INVALIDBONE__
* GetSequenceActivity - returns -1
* GetSequenceVelocity - vector_origin
* GetLayerPlaybackRate - returns 1
Adjustments to singleplayer clientside lua file stuff
Hopefully fixes issues people are having
Do not fallback PHONGBOOST and PHONGFRESNELRANGES
Causes unexpected issues with existing content
Change stiffness to be applied with springs too
Cherry picked
83847 => Fixed Lake and Swamp shading and refraction
Fixed Lake and Swamp shading and refraction
wind event wip
upgrade icons
Always set Sender to Local Player before sending event
Add docs to Player
Add internal method Network.FindOrCreatePlayer
Add player wrapper use that instead of Friend everywhere publically
Bone retargeted breathing FX out of the back area when underwater
Set velocity for root bones to make damping more accurate
InputAttribute. Simulate -> Tick. Added Simulate( bool isFirstTime ). Can assign controllers to entities. When entity has controller use BuildInput to set input props to be sent in cmd to server. Add reconciliation etc. All untested lul
Cherry picked
83841 => Fixed water mask
Added and Setup Smoke Detector Prefabs
Show instanced renderers, meshes, triangles & verticies drawn per frame with `perf 7`
Old Skin adjusted
https://files.facepunch.com/daniel/1b2311b1/Photoshop_mAWvj7n0Gu.jpg
Before and After, getting it up to date with the young skin textures.
Triplanar shader now uses object space
Allow changing the transform of an SdfWorld again
Fixed SdfWorld.ClearAsync()
UI: When building transforms, apply inverse of parent
UI: Temp ordered transform list when building matrix
Changed `global_networking` to a startup parameter that enabled/disables instanced rendering completely
Implemented SdfWorld.ClearAsync()
Just mark old synchronous API as obsolete
Fixed race condition in Sdf2DArray.WriteTo( writer )
Some cleanup
Cherry picked
83836 => Shader compile error fix
Shader compile error fix (related to 83832)
Fixed GamePhysics queries not handling WaterCollision triggers
Fixed several underwater projectile issues (speargun)
Cherry picked:
83782 Fixed bug breaking cloth fuzz and parallax mapping
83793 Additional fix for bug fuzz and parallax
83830 Fixed spray can free paint decals
83831 Fixed decal layer masking to always default layer1 for default/legacy shaders
83832 Fixed Rustige eggs shader issues
Fixed Rustige eggs shader issues
Don't try to visit field of a delegate, we don't need to - fixes sboxgame/issues#2642
Fixed decal layer masking to always default layer1 for default/legacy shaders
Fixed spray can free paint decals
Whitelist Task.Wait() / Task.RunSynchronously()
Hammer: handle map node deletion when dragging - fixes sboxgame/issues#3092
Add editor.preferences event, passes NavigationView
Hammer: Import file undo action
show correct skin on placement ghost model
Simple image asset preview widget
https://files.facepunch.com/matt/1b2311b1/sbox-dev_JD3vt5T6Q3.png
merge from weapon racks main
Setup glock again after merge conflict
merge from main wip, keeps crashing Plastic if I do it all at once
Backups + directory change
Leaderboard backup, run #3937
Revert "ShaderTypeManager shouldn't load manifest spritecard shader" - I wanted to stop vfxcompile loading this every time, but this breaks map compiling? 😵💫
Checkboard error shader, doesn't show through walls (same as cs2)
Cherry-pick client compile fix