244,565 Commits over 3,898 Days - 2.61cph!
Added a few gestures from the old system (chicken, drink, item drop/pickup). Updated player anim controller.
Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way
Load cubemap_feathering
Fixed broken tutorial container reference on load
Fixed mission loading work from yesterday
Flush the players network group after loading the tutorial, a bit hacky but gets saving/loading working
Don't start initial conversation when loading a save
Create env map constant buffer
SceneCubemap sets box projection and influence radius based on projection mode
C# env_cubemap, mostly the same as env_cubemap_box, use a base cubemap entity
Remove env_cubemap from fgd
Bump up cubemap camera zfar
Get the size of texture when calculating SH, don't assume 256
Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader
Add function to render tools to copy texture to cubemap slice
Remove old fix for shaders on linux
Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C#
After source cubemap is created, go through render tools to mip it to the cubemap array
Rename, this isn't a hud anymore
Added PathFinder.PushPointsAdditional and PathFinder.BlockedPointsAdditional
Better handling of multiple connection points close to each other when generating rail layout
Add some docs to the readme
Failing test reproducing #7
Failing test for overloaded operators
Support implicit conversions (#7)
Switch to running in a custom menu, error fixes for latest sbox
Fixes for running with latest sbox
Fix for transform-origin values not correctly being applied
Added monument topology to the entrance scene
Lingering smoke atlas with termination baked in, probably better than all this shader fuckery.
sound.Play better optional argument handling
New default crosshair + options
Options > Multiplayer > Crosshair Customization
Train tunnel entrance scene
Can infer type arguments in most cases, fixes #5
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Missed a misaligned indent
Quick cleanup/refactor after merge
Restored create or resume tutorial process functionality.
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete
Fixed AddNode tests not all showing up
Store user data as JsonNode
construction wall blend hotspot
https://files.facepunch.com/louie/1b2111b1/sbox-dev_6gDt0SwqPX.jpg
rect file
cobble stone blend
https://files.facepunch.com/louie/1b2111b1/sbox-dev_UbWdxKkwVg.jpg
Fixed heavy walking sounds
Just position crosshair at screen center instead of funny business
Fix deployable hud labels having bg. Fixed claymore mine laser
Reload indicator with help from css guru @xezno
Typo
ITypeLoader: allow things like access control checks
Test for generic node types
Unique identifiers for each node definition, simpler JSON
Avoid using type names to identify node types
More WIP and a tricky merge.
Give our shader programs debug names so we can see them in debugger/renderdoc
Geometry shaders still need access to VS_INPUT
Fixed T1 HAB armor door being included in the gibs
cherrypicked from decal fix
Shipping container fixes to triangle up / down roof pieces (better alignment)