254,395 Commits over 3,990 Days - 2.66cph!
Binds
create mixer - can play sounds!
strip vmixtool
Remove unused args
Add some more c# compatible funcs to CAudioMixBuffer
Add AudioBuffers, MixBuffer
Audio processor basics
Route SoundHandle through managed system, use speaker volumes etc
Play sounds from the point of view of the scene camera if we're not playing the game, and this window is focused
Strip as much as I dare right now
Add steam audio
Update steam audio binaries
Add steam audio binds
Add BinauralEffect processor
Steam audio scene system
Apply direct
Create phonon.pdb
Reflection works! 😅
Latest
Clean up
Fix menu sounds not playing
Refactoring, making internal
Fix warning
Skin prefab setup, screens showing tc information
Add joint break strengths to modeldoc
Refactoring, making internal
Fix warning
switch decal_wall_damage a + b to static_overlay
also updated damage_a color
Remove redundant cancellation token source in server manager
Add some more guards to try and prevent exiting out when not actually cancelled
Gracefully stop the Rust server when closing server manager with Ctrl+C
Clean up
Fix menu sounds not playing
decal_stain_c + d color adjustments
Added softer whispy mat.
Dev concrete mat fix.
Prefab iteration.
Ignore EntityPosition & DisconnectReason when incrementing inbound count as those packets are unordered
Rock & concrete iteration/fixes
Fixed containers being changed on merge
Tutorial bear AI design update
We can add extra information to api listings
Add contest table
Clear watcher var after dispose
Fixes Facepunch/sbox-issues#4725 - Fixes a bunch of issues with SCSS hotloading. Style sheets weren't actually being removed when deleted or changed. Clear previously loaded style sheets properly on hotload. Properly update when stylesheet is added after it had tried to be loaded before.
Terrain: 4 layer paintable splatmap, weighted blending, better normals, better tooling
Shitty layer selection, need to GetPixels on a mip or something instead
Import heightmap dialog, support different resolutions
Put all terrain editor code in its own namespace
Auto shading by slope
Ao texture is excessive
Add GetPlayer (by slot) and separate internal player list and players enumerable
Switch in new header and footer
Fix api listing speed
Iterate the api pages
added decal_dirt_a
switched decal_stain assets to static_overlay
Change lobby time temp. Comment out respawn effect for now
Use BombRoyale.Players where possible. Fix IResettable.
Make AddPlayer method instead
Delete CMaterialSystem2AppSystemDict::CreateMainConsoleWindow (dx9 hack)
Whitelist Delegate.GetInvocationList() and Delegate.DynamicInvoke( System.Object[] )
Change mount logic in OnPostCompileFinished, call SceneMap.OnMapUpdated regardless. Make async and add short delays
Scope to active scene time when ticking panels
added decal_stain_a + b + c
also adjusted decal_wall_damage_a + b
"disconnect" now behaves closer to Source, by closing your game if it's not networked
Fix possible undefined variables for expression graphs
merge from youtooz_deployables
merge from default_nudity
merge from binoculars_rangefinder
More variable tests
Expose Node.UpdateParameters()
Little refactor of ExpressionBuilder.WrapPrepareVariablesExpression
Test reproducing "variable ... referenced from scope '', but it is not defined"
Potential UpdateHolsteredOffset nre fix
Leaderboard backup, run #9580
Attack heli: Reset flare and rocket timers if new inventory is loaded in
Attack heli: Added off-state dashboard lights so they don't visually appear suddenly when the light comes on green or red.
- Attack heli flares can now only be fired once every 30 seconds
- Added small lights to the heli pilot controls that indicate rocket and flare readiness
- Added a little ding sound when flares become available again
- Improved attack heli rocket hit pos prediction marker accuracy slightly
- If the attack heli hit projection doesn't hit anything, move the marker to the middle of the UI instead of taking the end point of the last ray
- Added a couple of useful methods to ItemContainer