254,761 Commits over 3,990 Days - 2.66cph!
Run filtering in two passes to eliminate any fireflies, realtime filtering looks as good as baked filtering now
https://files.facepunch.com/sampavlovic/1b2911b1/465thMK9Yq.jpg
big scruffy beard adjustment
hair texture adjustments for colour wheel
Merge from media_projects
ANTLR: Support any dimension arrays
Use fast envmap filtering even for static ones, looks as good if not better than brute forcing if using a few more taps, delete reference_ibl_lighting.fxc (byebye)
Fixed timer time not editable until powered
Remove field which was only written to by our codegen
Cargo Ship avatar image for death screen
Bug fixes by switching everything else to use phrases
Allow lipsync to be enabled on music player
Add SoundHandle.LipSync to opt into lipsync processing https://files.facepunch.com/layla/1b2811b1/sbox-dev_WgcnqBpoUH.mp4
Fixed IO entities handles gizmos drawn in world space instead of local space
Fixed smart switch duplicated power in handle due to merge conflicts
extinguisher scale adjust, fireblanket
sks world model - baked material sets down to 1 for world model
updated viewmodel
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Updated storage adaptor sockets names
merge from electricity_power_fixes/2
Fix texture filtering inside ui_cssbox.shader
Fix filtering in other UI shaders too
Cherrypick terrain changes from harbor_tweaks_4_cargoship
cctv desk basic prefab setup
Distribute power evenly across all splitter outputs - add any remaining power to the earliest outputs, ensuring no power loss
LocalPosAnim for screen signal distort.
Shifted login screen to the monitor with the sticky note, because funnier.
Other fixes.
If door is cracked open, pressing E will open it all the way
Reapply
95063 w/ compile fix
Add SoundHandle.SampleRate
CSS box shader - D_BORDER_IMAGE combo should be range 0..2
Fixes sbox-issues/issues/4874
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Removing shape from body will only remove contacts associated with the shape, not all contacts of the body
subtracting
95063 - compile issue
3p minigun - shortened fire anim to be more responsive
Fixed bug in orbitting causing radians to be converted to radians - this was causing inaccurate calculations on points
Ensured fixed orbit works the same as the old orbit
Bunch of debug stuff
Fixed entry into orbit strafe
Fix NRE in Performance Logging
Try catch & log error rather than throwing exception
Prevent NRE in EventRecord.AddObject() incase null objects are ever passed in
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Fix reloading
Unused
Item tooltips
show cooldown timer on ability
Test item 3
Correct calculation
Prefab and scene