254,761 Commits over 3,990 Days - 2.66cph!
Add HV ammo & incendiary ammo to the mixing table
- pistol ammo = GP + Metal
- rifle ammo = +1 metal on right
- hv ammo = +1 GP on left
= incendiary ammo = +1 sulfur on right
https://files.facepunch.com/jakerich/PF33K4pcvWYvmH2U/iy3xnFV864Zc4kau.png
Also re-ordered the mixing table so all basic teas are shown grouped together
Fixed - Lighting Preview cubemaps do not match the skybox HDRI itself sbox-issues/issues/5546
Revert "Fuck knows why I did this, seems to be causing problems now" - Fucked on AMD. It'll be easier to debug when we're not rendering backwards in NativeRenderingWidget
fix broken rendermesh on track piece
Tweak to avoid game join timeout
set tarp mesh to static on scaffold prefab
Fixed wires not being parented correctly to armored door hatches
Lets put a social bar on the pause menu
Fix pooling warning message
Log lag spikes caused by RPCs & console commands
- default threshold 40ms
- add `command_lagspike_threshold` and `rpc_lagspike_threshold` commands to configure
Fix not following leader into MP game
Adjusted search light collider to make it easier to wire like before
Add justify texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_Nf5FGYFcJH.mp4
Fixed manpad explosion vertex stream regression.
Freeze hot air balloons in the air while transfer protected so they don't fall into the ocean
Fixed MLRS air burst explosion streaks breaking with the new streak type.
Add fit texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_4I6Ptq6CgB.mp4
Fuck knows why I did this, seems to be causing problems now
proper setup on corrugated sheet kit
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Temp disable anything that may be desynchronizing physics values
fix pivot points on half pieces
More maze chunks
Move camera further back
Make maze size grow non-linearly
Update Facepunch.ActionGraphs
Validate download size in CodeArchive test
Fixed argument exceptions in dictionary
Failing test for delegate type with multiple out parameters
Expression graphs can implement delegates with multiple out parameters
Retry downloads 3 times on non success status error
Move packets per type from JSON to seperate CSV
Added range info to the seismic sensor item information panel UI
Rearrange the 2 default spawnlists to have props more logically grouped
Do not try to render and save icons for models without meshes
This mostly applies to character animation files. They will appear as "ERROR" models.
Fixed auto generated spawnlists from mountable games disapparing on reload
They were incorrectly having AppID and not the "folder" set as "needs app".
Moved "Delete multiple" items in spawnmenu right to the bottom
This is consistent with normal spawnicon right click item order.
Fixed selecting text in spawnicon editor only working on second try
Lost coast spawnicons & spawnlist
Fixed crashes when deleting nav ladders
Added some existing models to the Lamp Tool
Added "content_descriptors" to steamworks.FileInfo result
It is a table of possible values:
"general_mature",
"gore",
"suggestive",
"nudity",
"adult_only",
Rework Portal Rocket Turret targeting to make the SetTarget input work
Do not prevent C_BaseAnimating entities from rendering if sequence = -1
Change Matrix memory management to match Vector/Angle
This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks.
Hammer: Fixed "Point At" writing to "angles" instead of the selected KV
Do not run animations on prop_prisoner_pod if its empty
Apparently it has "high network usage".
Do not fully disable the crosshair if player is dead
This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default)
Fixed a memory leak with serverlist.Query
More updated spawnicons
New spawnicon editor options
Move speed customization, FOV precise control, camera position copy/paste
SetCookieName support for DNumSlider, DCheckbox(Label)
Added DAdjustableModelPanel:Get/SetMovementScale
Spawnicons for HL2 models shipped with the game
Fix citadel pods not advancing their animation
force spawnlist file names to lower case
Remaining spawnicons for HL2 props shipped with the game
HL2:Episode 1 spawnicons
FIxed Spawnicon Editor move speed not loading on open
EP2 Spawnicons
Updated spawnlists to include All HL2 base props shipped with the game
This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
Added sv_npc_full_pvs_checks (Default to 1)
Change "Filter" label on console to better represent what it does
Make sure CL Lua entities are initialized before processing net messages
Fixed a crash due to recent changes when net messages sent to client too early
Rework player name retrieval for player disconnection chat message
Fixes the message sometimes not appearing, due to the player object being gone too soon.
Fix NPCs being sometimes blind due to recent changes
Fixed a crash with Hammer Model Viewer and bad models
Middle mouse click for DColorCube/Mixer to reset to convar defaults
Adds DColorCube.Get/SetDefaultColor
Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider)
Increase the limit of ManipulateBoneScale to 512 (from 32)
Display SENT/SWEP usage info in spawnmenu tooltip
https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
Fix the fix that fixes a fix relating to net messages and Lua ents clientside
Minor cleanups
Use ints, not shorts for leafs in map compile tools
I think this affects VRAD only, fixes warnings/issues on some complex maps.
Bind fpxr compositor and add everything we should need to start submitting
RenderTarget -> Compositor
Fixed broken Rowboat prefab
Fixed broken rowboat prefab
Setup map marker update on invokerepeating rather than FixedUpdate
Reset the ObjectWorkQueue before it early exits when no work is present
Don't serialize queues that did zero work in a frame
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Fetch rendering recommendations from fpxr
Remove silly hack hard-coding all our extensions, fetch them properly
master house interior progress