249,109 Commits over 3,959 Days - 2.62cph!
Xmas menu background video
Renamed back to testbulb in case it is hardcoded somewhere or not updating with manifest or whatever.
Add roughness test scene, Compares if IBL GGX Filter matches reference
Ass rotate implementation. Setup anim events. Moved everything over to a Viewmodel script
Tweaked catapult seat mount point
Allow handcuffed player to be forced mount
Reloading level change player corpse throwing force
Editor exporting of presets as default configs.
Load defaults before convars.
Check for array before lists when creating serialized collection - Fixes array properties (Broken by 3882ec7)
Fix Convert to/Break from prefab not updating Inspector (#1731)
Fixes sbox-issues/issues/6596
merge from legacy_shelter_description_change
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merge from xmas_light_uncrappification
battering ram - model update export
battering ram - updated animator to remove additional broken anim loop
updated battering ram anims
Renamed Inputs appropriately
Creative Tab now selectable when given Creative Permissions
Finished the CreativePanel, can now give yourself items if you have the proper permission
CreativePanel BuildHash
Use high-res font instead of pixel font, much more legible
Use high-res font for text particles
Update Inventory/ItemSlot styling
Update GameMenuHeader styling
Updated Permissions styling + OnOffSwitch styling
Update Crafting Tab styling
Update Purchase Land UI styling
Update CustomTooltip styling
Update VoicePanel styling
Update SkillsPanel styling + more header tweaks
QuestPanel styling and more Inventory+Permission styling
Creative + Journal styling
More HUD/GameMenu styling
Main Menu + Popup + Fishing styling
Delete unused resource/chromium/ folder
Remove non existent commedit.dll from sdkenginetools.txt
Minor micro optimization in VRAD
Added MAX_EDICT_BITS global enum
Updated Run Map dialog in Hammer
https://files.facepunch.com/rubat/2024/December11-872-GenerousSkimmer.png
Added NPC:GetLastPosition
Added NPC:SetMoveDelay/GetMoveDelay
merge from increase_vis_entity_buffer -> main
Increase collider buffer from 8k -> 32k
- allows copypaste to copy large bases
Improved gather, only select the objects we want
Shader re-write, output object depth and buffer depth for debug
New: Sharpmake setup (windows only)
- Picking it as it knows how to generate cross-compile commands with clang. This will make linux dev easier
Will do old solution file clean separately
Tests: generated and built debug version of the dll
Clean: removing old solution and projects
Update: baby steps towards linux build
- Moved the debug generation of sharpmake solution to Sharpmake/Build
- Added Fastbuild for cross compilation support (as a quick hack, in theory MSBuild should be capable as well)
- Added Linux related configs to sharpmake
Tests: got it to recognize the target, but fails for missing toolchain - that's next
Scan for resource compilers on properties, try and compile images
Can't mount the catapult if its loaded
Minor ballista cleanup
Fix exposed property regression
Better test for void task exception handling
Don't spam debug info in deserializing benchmarks
Rewrite compiling to match delegate signature
Pass parameters directly instead of allocating a dictionary
edited shield impact animations and edited theiranim transition lengths on player controller. Also applied missing impact melee anims on v shield override controllers
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Renaming crouch to duck for consistency
First pass on scientists peeking out of tall and low cover
Cleaning up the last of the TAA code
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
Submitting new ballista rigs
Fix Convert to/Break from prefab not updating Inspector
Fixes sbox-issues/issues/6596
Updated ExperienceBar styling, VitalsPanel follows experience bar
Updated PinnedRecipePanel position/styling
Display crafting station in Pinned Recipe
Unify all crafting UI panels
Pinned Recipes now show recipes from all stations, telling you which station it needs to be crafted at
Don't read file twice in managed compile when there's a IResourceCompiler
Changed how we detect the entities to damaged when using the battering ram, works better
handling item condition properly on ice sculpture deployables