244,559 Commits over 3,898 Days - 2.61cph!
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Fixed shader and script compile errors
Simplified & fixed FOV calculations for world clicker panels
Call GM:EntityRemoved for full update removes, but with an extra arg
More materials
plaster_d
wall_brick_d + blend + painted
wall_brick_b painted
Leaderboard backup, run #6229
Remove metal texture from concrete trim sheet
Particle soft fade modulation test for Petur (6point shader)
Angles, Rotation, Vector2, Vector3, Vector4 all implement IParsable, have both TryParse and Parse + tests
sboxgame/issues/issues/4051
Fixed missing rail connections to tunnel entrance after
87807
TerrainPlacement supports being on a child object with a positon / rotation offset
Train tunnel rail entrance terrain setup
merge from uv123-tangent-basis-fix
merge from /building_skins_3/building_skins_4
Brutalist skin now Stone replacement
Fixed several gibs r/w issues
Set up TypeLibrary when initializing unit tests
Remove unused code, documentation pass
Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader
Only use pointer-events on elements we want to click on for SocialBar
Unit tests, gameobject serialization
Merge from /main/deckard-render
Fixed dof_deckard convar logic
Fixed NaN and Infinity in some cases due to undefined/zeroed params
Angles/Vector3 Json handle null
Matched deckard sensor size list to our existing sensor list
Corrected a few sensor sizes in ConVar.Client.CameraSensorSize
Started on #11
WIP get rid of ActionJig.NodeLibrary static property
Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input
Scope UI simulation
Remove context hacks
Add an env var for the engine path
Add Application static global class
Add support for game code to have unit tests
Sort envmaps by array index before sorting by priority otherwise priority can fail!!!
merged from terrain-shader-fix
merge from building_skins_3/building_skins_4
merge from tc_layout_update
Corrections and renames for existing materials
Added additional props + prefabs
Surface materials - for flatlay renders
Leaderboard backup, run #6221
Only allow players to place walls at the correct rotation, no soft side facing out
Selection sync
Use SelectionSystem
Gizmo Draw Sprite alternative
Gizmo object scope
Gizmo object selection
Add SelectionSystem
BaseItemWidget has a SelectionSystem, which can be set (allowing selection sync)
Split the build base objective into two parts, building the foundations and then building the walls
This allows an extra modal UI to explain softsides