243,915 Commits over 3,898 Days - 2.61cph!
reapplying threadsafe_protobuf
merge from fix_team_invite_clientside
Leaderboard backup, run #6629
Fix not finding gameobject references if they were deserialized after spawn
Factored out next/prev spline moves inside GetSplineAfterMove
Poster respects streamer mode
Similar encapsulation for inputs, using new MoveRequest and TrackRequest
Refactored GetSplineAfterMove results into a struct since the method signature was getting a bit much
Fix trigger touch events, skip contact AFTER activating it
WIP on signals finding their track block sections and the next signal
Some quick gizmos for the lights and fog volume
Adjust inertia tensor based on the ratio of custom mass to computed mass
Shape AsSphere and AsCapsule
Remove shape creation from interface, used for getting hit point and normal from sweeps, should just have a function for it on interface
Set default light state to green
Another test map edit, adding a train
Train signals on my test map
Point lights for the signal lights, new Test FX debug optin
Merge from base_decor_dlc/poster
Add BackpackContents container type to LocalPlayerItemContainer
Reduce signal light mat brightness
Make aggregate physics library agnostic
Testing method for creating a decal in scene worlds
Add SwapChainSampleableDepth to gameinfo, we always want sampleable depth, fixes decals, light culling and reflections not working on Scene
Use Complex & Dynamic Reflections to relevant dev_metal_rough/dev_nonmetal_rough materials
Reenable r_tiled_rendering_depth_cull, r_tiled_rendering doesnt need to be fcvar_archive anymore
Implement some more annoying joint functions
Point & spot light components always use dynamic fog lighting mode
Add SceneLight.FogLighting
Force update volumetric fog clipmaps when fog volumes are dirty (e.g editor mode)
Field get / set, sort nodes better
Refactor to wrap scenes being edited in an EditorSession
mountain bike
source files
Get joint local and global frames
Get / set field nodes
Validation fix
Rocking chair now responds to gun fire. Chair now uses a spring to reset to upright.
Fix a warning
Warn if nodes are unreachable
Some missing documentation
Fixed a number of issues related to foam and world position reconstruction from depth maps
Null literals with implicit conversion to reference types
Control flow validation tweak