241,462 Commits over 3,867 Days - 2.60cph!
Fixed metal floor gibs r/w errors
weaponrack_wide light points setup.
test save update.
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
Very bad and very placeholder lighting setup, to test functionality
Fixed css transform rotate lerps going the long way around
Close all channels when leaving lobby
Get lobby data when it changes instead of every access
Fixed css transforms with pixel lengths not being screen scaled
WIP make ISdf3D net read / writable
SDF net writing refactor, support for ISdf2D
Updated Vintage Alarm Clock Geometry
Updated Vintage Alarms Clock Materials and Textures to have better texel density
Recache the others just in case
Enabled viewmodel renderer on all new entities
Adding missing renderer components to all torch renderers
Recached rifle renderers
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Merge branch 'main' of sbox-assets
Route most lobby stuff to LobbyManager via interopgen rather than fp.sw
Lobby chat end to end
Don't allow entering newlines in textentry that isn't multiline
Fix TextEntry button presses propagating
When blurring a control, try to focus a parent panel
Fixes
Make ByteStream.TryRead public
Maintain lobby member list instead of querying every request
Wait for our membership to be confirmed before returning a created lobby
Replace scorch mask texture
Fixed Vintage Wall Clock LODS and Improved on Geometry
Added TypeLibrary.GetGenericArguments(Type) with access control checks
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Only perform queued texture deletion this frame when not in main thread render block
v_usp: draft of two-handed idle & deploy (+ animgraph)
FPArms: keep AO proxies disabled by default
FPArms: fix & improve AO proxies
Use ISO 8601 date format when publishing changes to asset.party
Leaderboard backup, run #3769
v_usp: added animated camera motion to reload animations
v_usp: trim sequence used for slide management, add fire variant
Scaled down muzzle flash particle to match USP viewmodel scaling
Merge PhysicsLayerRevamp -> Aux2
Fix torch missing redirect
Revert NetWrite to see if it fixes @ryleigh's issues
Show tt's strafe as ranked
- Fixed ragdoll moving-parent check not checking nested parents
- Fixed incorrect reference causing NRE on listen server
Remove some logging
Suit item setup, moved current suit assets into standard folder
Use instruments dlc check for unlock (temp, for testing)
Implement switching to instanced rendering only when an entity leaves network range
Also support using instanced rendering the whole time but switching from highest -> lowest LOD when entity leaves network range
Merge PhysicsLayerRevamp -> Aux2
v_usp: reworked graph to have a slide manager, better core SM reload handling (code can set b_empty to false at any time during reload), & animation improvements
Viewmodel renderer update
PFX scene backup (River source FX)
Leaderboard backup, run #3763
Skeleton Skin Adjustments
Pavement blends
tweaked cardboard box materials