241,440 Commits over 3,867 Days - 2.60cph!
Quality tweaks for performance
Clear the whole decal list if we want to clear both world and entity decals
Add fade time and duration to decal definition but don't use it yet because defaults on DecalEntry don't work?
Remove r_decal_debug
Added TaskSource.MainThread()
Like TaskSource.NextPhysicsFrame(), but can immediately continue if already on the main thread.
Material tweaks
WIP reorganize how meshes are updated
WIP make ISdf3D net read / writable
SDF net writing refactor, support for ISdf2D
SDF modification list networking
Chunks are no longer entities
New networking seems to work!
Server-side chunks are only modified if they have collision
Build meshes for chunks closest to players first
ISdf3D logging
Material tweaks
WIP reorganize how meshes are updated
Add IS_DYNAMIC_DECAL | REFLECTS | DOES_NOT_ACCEPT_DECALS flags in case they're needed
reworked wood part of brick skin to look higher quality
removed files in wrong location
Merge branch 'main' of sbox-assets
hooked up climb idle in player controller
Added support for a LOD4 in wearables, uses a different LOD arrangement
polish around roof.top.line models alignments so everything lines up
exported unarmed player climb rope idle animation
Added new climbRope state to player controller, with blendtree setup and onRopeLadder param
diver hazmat lods, scripts, prefab setup - needs item definition setting up properly (use sunburn dlc), vm, wm and icon still
Default to histogram leaderboard mode on first launch
Fixed #2
Merge PhysicsLayerRevamp -> Main
Compiler generates xml doc
Include xml doc when publishing
lowered inner wood beam on conditional wall corners
perfected foundation corner meshes to be seamless/no zfight
disabled vending machines in terminal building
updated cover on the drawbridge to cut LOS to terminal building entrance
Updated the pump textures
landmine upgrade, etc
spear upgrade
dash upgrades
scale upgrades
bounce damage upgrade
bounce reset lifetime upgrade
fear voodoo upgrade
fear shared pain upgrade
Enbled brick building skin
resize on light fixtures textures
Made a new RHIB driver mount prefab to ensure anything else using the prefab is unaffected
RHIB driver hands now follow wheel as it rotates
Added a steering wheel range multiplier to prevent how much the steering wheel rotates by in order to prevent distorted shoulders (visual only, actual boat turning range is unchanged)
Update RHIB driver eye position to better match actual player eye position
RHIB driver now uses first person with arms perspective so that we see the arm Ik from first person
Merge CargoPreventBuilding -> Tugboat. This will temporarily break ladder deployment on cargo ship, but a fix is coming in the next few days
Have the tugboat headlights (spotlight) on by default
Fixed spotlight still looking kind of on when it was off. We didn't have an "off" spotlight in the archives, so I've pieced one together
Added support for turning the main spotlight on and off with the light key
Disable write defaults on new turn on/off animator states, fixes foot jitter
Delete native decal game system
Fixed light meshes disappearing when lights are off, and fixed some scripts not being set to IsDynamic
Rewrite decal system in managed
Fix decal jittering on skinned meshes
Removed colliders from Tugboat lights, since they'd be client-side only
Some tugboat lights now only on when engine is on. Left some on all the time tough, to avoid player inconvenience
Hooked up exhaust effect. Set all tugboat FX to the correct initial state.
Decrease frontWakeMinSpeed to 1m/s. Looks jarring when it starts up, otherwise
Only play tugboat front wake effect if submerged and moving at at least 9km/h (2.5m/s)
Added support to boats for a separate reverse throttle effect
Adjusted tugboat driving performance for slower acceleration, but higher maximum speed
Added Vehicle World and Vehicle Large layers to the default bounds check masks used by spawn handlers