254,982 Commits over 3,990 Days - 2.66cph!
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
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merge from Anisotropic_Horse_Materials
Converted horse materials to standard anisotropic
Fix issues with graph nesting evaluation
Fix attributes from parent graphs not being pulled in all cases.
Do not expose parameters/attributes from subgraphs in final shaders
Modify recast/detour deacceleration logic to prevent overshooting of agent target position
Add documentation for Acceleration property.
Bump default acceleration.
Remove math.IsNearlyZero
Remove useless panels from Game tab in Options
Remove redundant argument from CPanel:NumSlider calls
Fixed some compile warnings
more warning fixes
Fixed max player speed not being set in a certain case
When holding your +wal slow walking key, and Player:setCanWalk being set to false
Pull Request: Removing deprecated calls to AddControl
Remove redundant arguments given to CPanel:NumSlider
Fixed console warning when opening Options menu
Warning about missing vgui/crosshair_bg
Tweaked ballista shooting point, easier to aim
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Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
fixing ballista fire anims overshooting issue
Tweaked catapult deployment so deploying it on a cliff is easier
ballista weapon anim updates, added ballista mount anims
Fixing skinning for ballista mount rig
Updated deprecated CPanel calls (Continuation & Conclusion) (#2194)
* Updated the rest of deprecated AddControl.
* Removed SetDefaultValue from AddControl
* Used ToolPreset for the Post Processing UI
* minor changes
Remove unnecessary parameter from Panel:NumSlider
Undo unnecessary changes
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Added defines for each indirect lighting flag
Make sure Result node returns default values when evaluating material/pixel output
Ensure all variables/attributes are defined properly by changing some order. Fixes shader compile errors.
Bump nav agent ground trace distance
Fixed indirect lighting for materials that used the Only GI rendering path
FastDebugDraw: Established compatibility with the current DDraw system (fixed)
FastDebugDraw: Established compatibility with the current DDraw system
updated minicrossbow viewmodel and world model rigs with latest weapon mesh and updated viewmodel prefab material paths
Reduce foot sliding, rebuild manifest, fix charge
Skin applies new decals (uses non-shared rendering path so Decals::Apply has to be inserted here)
https://files.facepunch.com/matt/1b2711b1/sbox-dev_PM9LtJUEwM.png
Build shaders
Updated Textures LODs and guidemesh for static ballista
Setup crocodile fsm and animator
Improve default nav agent ground trace logic
Should improve ground detection behavior when passing under low height overhangs.
Should also fix issues with clipping, when the navmesh geometry diverges too much from the actual physics geometry.
Closes sbox-issues/issues/7432
Fixed new horses not getting included in TriggerComfort, preventing them contributing to comfort
viewmodel mini crossbow
- reduced dryfire repeat rate
- cleanup, removed uneeded model prefab, renaming
Warming and cooling Tea variations
added warming and cooling tea
updated decal sheet to include warming and cooling tea icon
Texture updates and LODs for Ballista Mounts
Merge from tiger as there are a lof of shared improvements that need to be ported
Towing ropes now do a quick pass to ensure they are consistent lengths
Added debug.debugboatissue, prints out a bunch of stuff if the player is mounted to a rowboat
Bring over locomotion improvements from tiger branch