254,390 Commits over 3,990 Days - 2.66cph!
Stub out player HUD setup, only enable hud gameobject if we're the local player
Made a few things on the PlayerController use RequireComponent so there's less setup
Refactor how viewmodels are made, to work in multiplayer
Fixed compile
GameManager -> Game, removed some useless code
Removed recoil pattern system (cool experiment, not something I want to use in practice)
Use GameObject references in WeaponDataResource, instead of dumb hack from months ago
Fixed weapon instantiation bugs
Add LOD fading integration
Added SSS support - doesn't pass through to deferred stage but compiles
Leaderboard backup, run #
10515
Don't switch to object tool after creating block
Block tool saves last material used
Add PrimitiveBuilder.Material
Mesh tool selection and block tool are inspector widgets like they should have been in the first place
Clean up mesh control widget
Add `ui_pool_max_list_size` convar to fix UI instantiation lag until unity 2022
Set default max list size to 1,000
Don't pool any lists > 1k
minigun spin + gunshot sound WIP
CreateModelFromPolygonMesh add mesh collision automatically
Add modeldoc PhysicsMeshFromRender
Fixed a longstanding crash with CSoundPatch usage
Fixed some Lua functions having unused arguments
Fixed a crash on exit to do with panels
Fix playermodel drifting away in prop_vehicle_crane when holding W or S
Fix tiny amount of damage (<0.1) reducing a whole armor point
This make our armor handing not identical to HL2, but at the same time, this doesn't make any sense, so let's change it
Allow prop_vehicle_crane to receive damage events when player hitbox is not hit
Added hitboxes to crane_docks.mdl
This was a giant waste of time because it still doesn't work, but at least the hitboxes are there...
Physics hull from render works on render primitive meshes
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier.
More work needed to see if this isn't duplicating effort.
Add RenderPrimitiveMesh to modeldoc (not created in editor) that can serialize a CModelMesh to allow for inline meshes in vmdl
Add SaveToKV3 and LoadFromKV3 to CModelMesh
Add EditorUtility.CreateModelFromPolygonMesh
Add button to MeshComponent to convert to vmdl
Allow alpha on MeshComponent
Fixed Fluid Switch Pump being unwirable
ActionControlWidget: show graph errors in widget
https://files.facepunch.com/ziks/1b2211b1/sbox-dev_DUsekC8GAK.png
Even nicer stack traces for logs / exceptions in Action Graphs
https://files.facepunch.com/ziks/1b2211b1/sbox-dev_pFRBSK1ykL.png
Apply min/max size clamps to element preferred size if they have any restrictions
Fix the "Current" button on the "To" field for FlexTransition filling in the wrong field
Added NodeLibrary.VoidTaskFaulted event
Use high quality GGX filtering if baking cubemap as OnEnabled
Screen content iteration.
Oscilloscope.
Tweak lambda naming
Generate a throwing lambda when compiling a graph with errors
Tweak how ValidationExceptions are thrown on invoke
Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering
Tweak lambda naming
Generate a throwing lambda when compiling a graph with errors
Fixed incorrect terrain height in harbor 1
Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 )
Update art_showcase.scene
Add __guid and rename Version to __version in json
Nicer stack traces
Fix "The node already has a parent." when deserializing
Re-enable tooltip text for single vendor names
Replaced old cranes in harbor_2
Replaced old portacabin meshes in both harbors
Added doors to all portacabins in harbor_2
Fixed missing ladder trigger in harbor_2
Moved one of the light switches to the rooftop in harbor_1
Merge from bradley_scientists
Updated stationary scientist AI design.
Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
Whitelist common_samplers.fxc (hate this)
Fix nexus map not appearing until you close and reopen it