244,451 Commits over 3,898 Days - 2.61cph!
Port over shadow controller
Fixed Infinity/NaN related errors
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Add ents/player iterators (#1731)
Adds iterators for entities and players which are read-only and cached. The main benefit to this is performance; crossing over from Lua to C and back every function call is slow and creates a new table each call.
Closes Facepunch/garrysmod-requests/issues/738.
Examples of use:
```
for i, p in player.Iterator() do
print(p)
end
for i, e in ents.Iterator() do
if e:GetClass() == "prop_physics" then e:Remove() end
end
```
Per-binding display info and node kind
WIP MethodCallNodeDefinition
Update Team Fortress 2 map categories (#2017)
The Scream Fortress update came along, and with it a new map category, zi_. This commit makes the "other" category empty again by adding it.
Fixed buffer reallocation
fixes #34
Reduced buffer reallocation.
Use Bootil's AutoBuffer
Style fixes
Merge pull request #46 from RaphaelIT7/patch-1
Reduced buffer reallocation
Leaderboard backup, run #6635
sealed walls conditional corners from the top for better visuals
Assigned rock surface type consistently across all stone tier and stone tier skins instead of stone surface type
fixed some brick roofs not casting shadows
Turn on volumetric fog on the editor scenecamera
Hash fog volumes and update clipmaps when they change
Add DecalComponent.TintColor
https://files.facepunch.com/tony/1b1311b1/sbox_jQtrA8ls2t.mp4
Dracula mask uses woodenhelmet hair deform settings
Add DecalComponent - but needs a better way to translate decal, setting its transform doesn't work as expected
https://files.facepunch.com/tony/1b1311b1/sbox_ocEkCIQAYv.png
Add Decal.Place( SceneWorld, ... )
Assigned corrent renderer lod references in Dracula Cape/Ghost Sheet wearables
Ghost sheet no longer hides legs in first person
Removed "Apply Vertex Color" from Blend4way, can't overlap with blendWeights
merge from metaldetector (easier than updating 2 year old branch)
WantedPoster server compile fix
Switched dungeons from Xmas themed to Halloween
merge from single_item_wrs
Remaining item configs.
Scene.
Save.
merge from threadsafe_protobuf
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