253,104 Commits over 3,990 Days - 2.64cph!
Fix for pet not getting released correctly clientside
DrawScreenQuad to engine
Move UI Renderer to Engine
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Pass engine version in when querying gamemodes
Pass engine version in when uploading gamemodes
Refactor render drawing classes
Moved more render stuff to engine, Added ScenePanel.SceneAttributes
CCTV - fix for texture, added cover to hole on mount, adjusted mount pos
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Security light - prefab and mount tweak
Merge branch 'master' of sbox
Security light - col tweak
Remove all version control code from tools
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Using spinlock here instead of lock( Index ) - just because of a hunch that I don't have time to actually investigate. Might be best to investigate it before committing fully.
tweaking breakable/ prefabs
Merge branch 'master' of sbox
Convert bound computation for model builder to use SIMD
Ensure that at least one spawnpoint will be available. Initialize startup chunks on map load.
Allow bumps to play a little more often
Fixed lightmap with tall chunks. Add concurrent queue for full initial updates and then populate an internal list to the task. Ensure full update not done. Fixed a stupid error that causes chunks to initial update hundreds of times.
New (better?) bump anim trigger code
Scrap the recent velocity array, use a single value instead
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Added Map.SetChunkSize. Can now have custom sized chunks. Removed all static references to Chunk.VoxelSize and Chunk.ChunkSize. Various optimizations. Added Map.SetChunkRenderDistance and Map.SetChunkUnloadDistance. Added Map.SetMinimumLoadedChunks. Now update light map on both client and server, but only perform the initial update on server and send it to clients with a chunk's initial data.
Only bump on velocity reductions
ModelDoc: Only begin lasso if cursor is inside scene widget
Improved PlayReactionAnim parameter code
0 forwardReaction value by default
Start a new bump reaction if we're not already reacting, else just modify the parameters as it plays
New bump reaction animation code. Also changed sitReaction from a bool to a trigger.
Make the tag query exclude unselected options for mutually exclusive tags
Example: searching for monthly will exclude biweekly and weekly in case some server has all of them specified for some reason
Also fix servers not refreshing when changing tag filters the first time
Remove unused devtool python scripts (source1_port_scripts, source2_reintegrate_main)
Merge from keycard_anim_improvement
Remove the other source mdl import code from modeldoc utils
Fixed keycard entity model using a RendererLOD instead of a LODGroup (it moves, so it can't be a static RendererLOD)
Added support for third person keycard model to change colour to match item (used to only show red)
Swiping a keycard now triggers the attack animation
Completely remove cs_mdl_import util
Only update material preview for fast texture tool on activate, see if that fixes crashes
Refactored MagnetCrane into a subclass of GroundVehicle, using VehicleEngineController. Plus other refactoring and cleanup. Still WIP.
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added new params (forwardReaction and rightReaction) for driving, hooked up to reaction anim blendtree, removed reaction state and transition from sitting state
Iron fence - col shape tweak
Merge branch 'master' of sbox
Expirable SyncContext refactor
* Rename MainThreadContext to ExpirableSynchronizationContext
* ExpirableSynchronizationContext supports having multiple live instances on different threads
* Added SyncContext static class to handle resetting on session end
* MainThreadContext.Instance is now SyncContext.MainThread etc
More control over addon tasks running on worker threads
* Added an ExpirableSynchronizationContext for worker tasks
* WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread
* WorkerThread.Stop() causes those worker tasks to exit, can be restarted later
* Stop worker threads during hotload
* Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
Disabled the bump anim code again until the new system is set up.