256,231 Commits over 4,018 Days - 2.66cph!
wall letter box - adjusted size to snap to grid
Merge branch 'master' of sbox
Test to fix lighting particles network
More tweaks to consecutive
Tweak how consecutive kills are calculated
Fix sprees and consecutives
Update game and org names
Disabled the front facing ladder volumes that were interfering/slowing player movement towards the ingress point
Initial commit
Initial commit
Only play sound to attacker
Don't play headshot sound for damage when it has the Blast flag
Only play headshot sound if it was a kill
Fixed NRE in the menu !switch
Add GiveAirshotAward virtual property to DeathmatchWeapon and add it for RailGun and RocketLauncher
Fixed all pickups running code client-side that should be server-side only
Add Award class and all basic award types (some don't have the announcer sound yet)
Add test GiveAwardCmd (admin-only) and first player death tracker for First Blood
Add ConsecutiveKills and SpreeKills, as well as track domination kills and give all awards accordingly
Add basic award UI to be styled later
Merge branch 'main' of sbox-boomer
Locomotive instrument panel does a little lightshow when you couple with a new wagon.
Also small texture tweaks to facilitate it.
Pass radius of light to shader so we dont need a sqrt operation on culling
Reduced Healthkit to 15
Mega Health model
Better armour pickup model
New TreeView - adds smooth scrolling, entity and panel list improvements
InteropGen clean up child include files before generation, to avoid local left over files making you feel like it all still compiles fine
Fix local left over file making me feel like it all still compiles fine
Support for multiple fish types
Reduce how far out the island billboards spawn so they aren't out of bounds on larger maps
Fix the nexus.transfer command taking the ferry with you when on a ferry
Add Release Mode option to compiler settings
Some cleanup + fix BouncingProjectile impact logic
More tidy up
Hawaiian shirt skinning pass
Added a quick shader for testing, rendering, wrapped settings.
changed molotov cocktail to no longer use the liquid material as it wasn't working with motion blur, and have set up a refraction material to replace it. UV and mesh tweaks, and rebaked out normal map to fix a reflection pixelation bug, removed backfaces mesh
Don't jump to SelectionOverride() item unless it changed
Don't show client only entities in Pawns section
Treeview keyboard navigation, scrollTo
Scroll to item on dynamic selection
Backup 2022/07/21 09:50:00 UTC
Disabled all particle system LOD scripts on the new FX for now. Need to work out a way to make this play nicely with Play/Stop before we re-enable them.
Hawaiian Shirt Fbx's for Skinning, Including LODs and Cut Citizen Torso geo.
Fixed the unloading indicator on train engine monitors not showing if the index was zero
Fade closed sections
Fix hovered item being invalid when rebuilt while hovering
Fix not clearing map/game entity categories if none
Always animate the locomotive fans. All the exceptions (spectate, debugcam, demo etc) were getting more complex than just always animating
Split entity list into world and game
https://files.facepunch.com/garry/ec9d32de-b157-4e32-9479-131a6f4b5390.png
Fixed wrong pressure gauge readings when locomotive is off
Fixed locomotive fans and gauges not animating in demos
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merge from cui_texture_cache
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fix quad boss2 invuln pixel sfx
Reference the crates on the loot wagon via EntityRef
Drop loot from loot wagon unloadable crates if the wagon is destroyed, but only if the gravel has already been removed
Fixed loot wagon crate visibility bug
Cease unloading if the fuse is removed during the unloading process
Don't light the interior coaling tower lights if it's not powered (fuse)
Backup 2022/07/21 03:50:00 UTC