256,039 Commits over 3,990 Days - 2.67cph!
Add static AddonConfig.GetPackageType so we can convert anywhere
Added addon editor properties, and addon selector window
We've got a few windows that are doing the same thing here, so I'm gonna look into unifying it shortly.
https://files.facepunch.com/devultj/1b0711b1/sbox_ICOQ0r16AU.mp4
Hammer: Move selection tool keybinds UI below all the buttons
Added a 'clear text' button to Hammer's entity tool filter text entry
Hammer: try to save some vertical space in property editor tab
Testing spline extrusion methods on the mountain tunnels, so that they don't have to curve so much and become worth traversing.
Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
Move CollisionRules to engine
Add ServerConfig and hot reload RuntimeGame's Config file
fire extinguisher - changed foam label to be cream coloured
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Re-add icons to generated configs, add Generated suffix
Give display names to game / map, renamed MapIdent to MapName
Moved config name outside of Identity section
Pre/PostLaunchCommands as string, split by semi-colon params
Add footer with save/discard buttons to config editor
Remove redundant functions now that they are processed on the core shader
Fix typo
Context menu to delete tag
Popup widgets don't have shadows and have transparent backgrounds
LineEdit.RegexValidator
Can add new tags
https://files.facepunch.com/garry/d70eded3-8c03-4ffc-95e4-92994a5b63dc.mp4
fixed some material ID mismatch on lightpost_a
art drop cliffs, concrete_f_single
switched layers on the damaged brick wall set material
Backup 2022/07/07 10:00:00 UTC
Fixed AddStretchCell defaulting to -1
Added Paint.Rotate overload that takes a center point
Changed Layout.Spacing to float - it's not float but this avoids casting all the time
Started Collision Matrix
fire exit - removed default skin and adjusted transparency
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Tweaked concrete_f_single set for damian
Fixed diving tank worldmodel not having LODs setup properly
Added Tools/Optimizer/Convert LODGroup to RendererLod
Added Tools/Prefabs/Replacer to replace a bunch of prefabs while keeping their position
Removed most LodGroup components from fishing villages (results in visible meshes from a distance when usiong binoculars/scopes)
Backup 2022/07/07 04:00:00 UTC
Cull speaker meshes on compound music stage
Don't use the aggresiveShadowLod convar on renderers with only 2 states
Cull CCTV static arm mesh
Cull some small pieces of the marketplace workbench prop
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Added marketplace terminal
Reapply train tunnel changes
Modeldoc: box and cylinder helpers render edges with noZ
Merge from trainyard_update
Citizen: fixed physics joints (ragdoll) after ScaleAndMirror fixes
Citizen: additional fix on the physics joints for the legs
Citizen: recompiled AO proxies
Reenable ScaleBoneRelativeAttribute and ScaleWorldAttribute so AO proxies can be scaled
Backup 2022/07/06 22:00:00 UTC
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Simplify that, and add d3dcompiler_47
Support for multiple d3dcompiler and their reflection types
iron material and crystal texture changes
Remove CW specific namespace
Try just performing a full lighting update on each full update
Fixed an issue with sunlight propagation that causes sunlight to propagate incorrectly when loading maps from bytes. Infinite worlds now must have a max Z size, but can have an infinite X and Y size.
Added more lights to the warehouse monument
Added light switches to the warehouse
Agent occupy space on the grid, that space becomes unwalkable
Spawn a monster in every room
Move monsters with nav agent
Find nearest walkable if destination isn't
Fallback to steam if json serverlist goes stale