244,564 Commits over 3,898 Days - 2.61cph!
Homing launcher UI functionality
Merge from detailed_vehicle_dismount_times
Fixed scrap transport seats using boat dismount speed
RHIB seats now use aquatic dismount speed
Workcart and locomotive now use ground dismount speed
Merge from toggle_vending_machines_map
Merge from console_window_improvements
Fixed endless loop when running repeatcommand
Moved where the ADS UI is controlled, since view model has no knowledge of the HeldEntity
Adjusted launcher ADS animation curve
Merge Main -> HomingMissileLauncher/ADS
MenuDll uses PackageManager2
Don't have assembly switch, just add and remove
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ui_cssbox uses custom samplers for border image
sboxgame/issues/issues/4054
Get rid of lightbinner_legacy completely
Fix handshake and array index not working, entity properties can't be internal!
Leaderboard backup, run #6173
Make voxel_size a float instead of enum to avoid parsing errors
Use EnvironmentMapFaceSize when rendering cubemaps to play it safe
Remove cubemapfaceinfo
Remove anything unused from cubemap.h
Remove base light probe usage from light query game system, this whole system will need to be remade anyway
Move base light probe from game to mapdoclib
Delete env_lightprobevolume
Move basecubemap toolobject from game to mapdoclib
Fix basic_setup.vmap properties of combined light probe
Delete native CEnvCubemap and CEnvCubemapBox
Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume
Use black cube for envmap if we try to calculate SH on error texture
Remove ReloadTexture from scene cubemap, no longer needed
C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them
Delete lights.fgd, nothing left in here now
Add more voxel size choices
If we create light probe from managed, create a debug grid object for it
env_light_probe_volume in C#
Remove minimap shit while I'm at it
Remove "build cubemaps on load" hammer shite
Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load
Don't use RGBA32323232F unnecessarily
Increase zfar
Queue scene object update job for calculating radiance SH
Don't need to include these
Move cubemap building to scenesystem
v_usp: added run/sprint additives (mp5 re-use for now)
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v_mp5/v_usp: manually synced up graph Parameters & Tags