256,145 Commits over 3,990 Days - 2.67cph!
Fix .addon's Resources path
Be sure to give player the desired weapons on setup
Tweaked ice lake materials to stop them from becoming too bright
Restored bloom threshold to its original value to help with snow becoming too bright
Slightly lowered sunlight intensity
Slightly darkened snow splat
Update to .net 6
Update game server endpoint
Change alerts to use stopwatch to try and shut up the spam
Various tunnel fixes/polish
Letterbox tweaks to fix split-screen !release
Only recharge dash if grounded
DebugOverlay's ComboBox remembers its selection after a hotload
Added light switches to the trainyard
Scene2prefab
Rename GroundDash to Dash, Dash handles both air and ground. Remove AirDash
Add MethodDescription.InvokeWithReturn
Add WidgetGalleryWindow
Start BaseScrollWidget
Lighting iteration & terrain/underground volumes
Backup 2022/07/14 15:50:00 UTC
Iterate on RenderBuffer
Iterate on single pass downsampler
QColorDialog improvements
Added a small separator between RGB and HSV input boxes
Added HEX input box
Editing the text boxes no longer resets your caret position
Added ability to pause the ocean simulation at a specific time.
Loot spawns for new tunnels.
AppVerif for sbox-dev
Fix SoundEvent double delete
Save starting weapon presets as resource, support giving initial ammo through it
Updated trainyard lights
Removed some old overlapping lights
Scene2prefab
Weapons can define Starting Ammo, which is given on Inventory.Add
Re-implemented split-screen without using RTs
Trainyard lighting / increased view distance on exterior lights to prevent them from fading out too quickly
Remove r_force_copy_texture_using_rgb
Clean up error tracking
delete syncfrommirror
delete parsifal
Tweaked launch config window
Merge branch 'master' of sbox
First weapon added to the inventory will become active
Basic impl for StartingWeapons entity using flags
Possible fix for dodgy color format on some cards when encoding video
Dash Recharge pickup
Wip Starting weapon ent
Remove the layout component (again) from GameUI.Hud.Vitals
Merge commit
71034 didn't apply the removal in
70970 properly
Fixed crashes when an entity has negative skin value
Do not force display description for ModelDoc nodes that have no properties and have a custom editor
Allows the custom editor to take more space.
Add right click on asset header to give option for copying asset name
Adding cave_procedural_entrance_c variation
adjusted motion blur on dash
Add ErrorReports shutdown
ErrorReports sets release version correctly
Merge branch 'master' of sbox
snd_soundscape editor icon
Remove code we don't need
Deleted more stuff not being used
GiveAll command
Added Flyby sound for nail projectiles
Play shooting animation on nailgun
Fix lib files not copying over properly
Another CBasePlayer cleaning pass
Backup 2022/07/14 09:50:00 UTC
Adding cave_entrance_c model - purpose is to offer an entrance that aims into the hillside for proc gen caves to come
Adding cave_procedural_entrance_b variation
Delete unit tests, clean up groups.vgc
It would be useful to set these unit tests up but right now they're too fragmented to be useful. Our long term move should be to re-implement them up in a more organised way that works for us.