250,524 Commits over 3,959 Days - 2.64cph!
Less hazyness in clear weather.
Make the UI test list scrollable
Update .gitignore
rust stuff
Update .gitignore
Fix some absolute paths in materials
These want rebuilding, probably because I moved them to core.
Merge branch 'master' of sbox-game
Chase state updated to return error when no move point found, also returns running or finished depending on navigator.
Updated human designs with chase->idle transition from error/finished events.
Improved fog for starting visibility and API
Merge branch 'master' of sbox-rts
Reapplied Cargoship VAIZ setting.
Add xalign to draw.WordBox (#1809)
* Add xalign to draw.WordBox
* Also add yalign
Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Added xalign and yalign arguments to draw.WordBox (Community Contribution)
Fixed bug with water SSRR
Determine net folder from EXECUTABLE_PATH
Defining game folder using -game works
Fixed workshop stages baking every time
Re-enabled workshop stage baking text on load screen
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Fixed errors from GetInt() when text entry contents aren't numeric (Community Contribution)
Fix errors from GetInt() when text entry contents aren't numeric (#1808)
* Fix errors from GetInt() when entry isn't numeric
Co-Authored-By: blu <75856885+bludotbat@users.noreply.github.com>
* Update dtextentry.lua
Co-authored-by: blu <75856885+bludotbat@users.noreply.github.com>
Co-authored-by: Rubat <robotboy655@gmail.com>
movepoint updates to prefab
core
config
addons/base
Create thirdpartylegalnotices.txt
Delete test.txt
citizen folder
menu
rust/weapons
bin
renamed blendshapetests to just blendshapes
Updated blendshapes, added edit normals to shapes
Fixed eyepos transitioning from vector(0,0,0) serverside when entering a CPropVehiclePrisonerPod
Chunk-oriented rewrite of TouchingEcsBulletsEnumerable
Chunk-oriented rewrite of TouchingEcsBulletsEnumerable
Added the stations and cctv setup to tunnel entrances
computer station static (had to manually add here to work on it as original commit contains a merge) Feel free to ignore this commit when merging save to main
Entity.PhysicsFromMesh can now also accept just a list of vectors
Turret Temp Model
Turret Temp Model
Fixed func_movelinear regression with the SetSpeed input when called with speed of 0
Fixed vbsp crashing when loading materials due to recent changes
Replace wounded start anim so it shows crawl->incapacitated instead of stand->incapacitated
Fixed net library not resetting its internal variables on level change
Updated disco floor gradient names
First batch of achievements
Movement input, jumping and ducking will now cancel a looping gesture
Fixed sound light ambient light re-enabling incorrectly (LOD issue)
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Added new UsableWhileWounded menu attribute and added it to the code generator
Don't show interaction if interaction is not possible
Fixed root motion values not being carried through the "procedural helper cleaner" node
More big changes to the animgraph compositing structure
Additive attacks, procedural hit reaction tweaks, proper pelvis delta compositing in which upper body motion doesn't get doubled up, fixed helper bones getting jittery, head look chain is now part of weapon branches, etc.
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