244,559 Commits over 3,898 Days - 2.61cph!
Subtract
87804, fix skin shader error from uv123-tangent-basis-fix merge.
Added support for showing the camera UI dialog when first-person spectating someone who's ADSing the homing launcher, including the post-processing
Remove debug log
Fixed tooltips staying on if the underlying UI element was pooled while the tooltip was active
Merge from report_npc_fix
UI canvas changes, to include it in the post-processing
Don't pass NPC's in range along with reports
Enabled Petur's post-processing on the homing launcher camera
Added zoom to homing launcher ADS, at 2x
Merge from tc_layout_update
Removed homing launcher ADS sound
RMR red dot mounts WIP
https://files.facepunch.com/rickgreeve/RMR_02.jpg
https://files.facepunch.com/rickgreeve/RMR_01.jpg
Fixed multiple deploy sounds if multi-clicking while ADSing with homing launcher
Move cubemap building to buildcubemaps.cpp so it's all in one place
Convert brutalist prefabs
Add editor tool to convert brutalist only to instancing
Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch
Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch
Updated train tunnel entrance terrain check
Train tunnel entrance icon
Fix depth count for array texture, doesn't need to be * 6
C++20 Support
* Using /permissive and /Wv:18 to start
* Lots of odd fixes everywhere still coming from c++11
* Update protobuf to 24.3 and remove even older unused versions
Don't enable D_WORLDPANEL combo inside panel layers, avoids multiple uses of worldpanel matrix when a filter is active
sboxgame/issues/issues/4056
wall_brick_b_trim_painted
Tweaked entrance mound heightmap to get rid of the gaps
Extended the lip around the mesh to help with hiding gaps
Tweaked the blend map to generate flat terrain in front of the entrance
libprotobufd
Remove all these unused old protobuf .lib
this even older protobuf also wasn't being used
Cut, copy, paste actions
Scene loading/saving
TypeLibrary uses dynamicAssembly to determine if dynamic, instead of checking for "package.*"
Add Sandbox.Utility.Parallel
Add Paint.LoadImage
Can put [EditorForAssetType] on a static method
Asset list cleanup
Test node library of serialized jigs
Some more progress on supporting multiple NodeLibrary instances
EmitSound precaches the sound when ran in multiplayer serverside
Added NPC:Set/GetViewOffset
merge from /main/standard-refraction
merge from building_skins_3/building_skins_4
merge from building_skins_3/building_skins_4
Fixed brutalist still using HQM instead of stone