257,778 Commits over 4,049 Days - 2.65cph!
Extended lot panel changes to other classes that use them (e.g. ContainerIOEntity). Converted more entities.
Citizen/animgraph: more work on melee_fists
Added camper configurations to the random modular car spawn list (one config for 3 slots and 3 configs for 4 slots)
Possible NRE fix on repair bench skin picker
Removed the following loot panels entirely, replacing them on all the items that use them with the new generic_resizable panel:
largebox
smallbox
crate
fuel
stash
genericlarge
planter
composter
modularcar.storage
supplydrop
singleslotammo
Citizen/animgraph: progress on melee_punch + holdtype_attack parameter now starts at 0 instead of 1 (this is how you know I'm not a programmer)
Finished sculpting west coast megacliff area. Woop woop.
Simplified UI to placeholder style and got energy working and time left display. Removed all old unused assets
merge from save217 (Staging wipe)
merge from missions (again, hi alex)
▍█▇▊▊▅ ▅▆▉▍▌▇█ ▇▉ ▄▊▆▄▅▇█
Intial work on ShaderProc to pack shader headers
CppPacker in ShaderProc
Add ShaderProc to sandbox tools sln
Empty interop.shaders header file for building in dev
Support reading shaders from interop shaders header
Definition file for ShaderProc
Put interop.shaders on vpc
ShaderProc publish profile and bind it to the build pipeline
Refactor ShaderProc
Speedup querying on packed shaders
Start minifying shaders, refactor ShaderProc
update interop shader headers
update gitignore
Set default shader modes if none were found in shader
Allow for usage of PixelInput, VertexInput etc instead of PS_INPUT, VS_Input
Add default compile target and make parameter optional
Common base shader stuff
Update baseshader
Fix normals on base shader
Pack helper shaders too
Merge pull request #30 from Facepunch/shaderproc
Integrate ShaderProc to pack shaders cleaningly to user compilation
Base shader
Iterate on baseshader, cleanup, make inputs consistent
some typo fixes
Merge pull request #1 from Facepunch/shaders
Add base shaders to game
fixed save/load issues and missions resetting upon death
removed some debug.logs
Fixed ZNear and add better support for scaling of movement speed with player scale
Iterate on baseshader, cleanup, make inputs consistent
Added hv_makeallsmall command
Update baseshader
Fix normals on base shader
Added TimedProjectile and PhysicsProjectile. Turrets track targets properly and can even lead targets with some accuracy.
▊▌▍▄ ▆▊▋▅▄█▍▄▅▅▅▉▊▌ ▋█▋ ▉▊▄▍▋▄▄▆ ▇▋▊▌▉ ▄▆▉▄ ▇█▅ ▇▉▋▍▋▄
▌▄▄▋ ▊▅▊█▄ ▆▍▅█▉▋▍▋ ▋▇▅▉ ▄▍ ▄▊█▆▆ █▄▌'▅ ▆▋▆▍▅▉ ▄█▆▅▍▍▊ ▍▍▌█/█▋▄▉
fix treasure mission picking underwater monuments
Copied plasma muzzle flash particles from RTS and Turrets will aim and fire projectiles (no damage yet)
One more button icon update for Switch
Updated test map with turrets
Left and right punch anims
Remove debug log
Merge branch 'master' of sbox
Fixed Turret using Generator model in Hammer
Added hv_turret Hammer entity
Improved loadout customization and added loadout stubs
TTT: add PT-BR translation for L.tip41 (#1842)
▆▆▋▊▄▋▊▅ ▄▉▆▉▅ ▌▍▉ ▍▍▇▇▊▊ ▌███▇▅▌█▌██▅█▉ ▇▅ ▊▇ ▍▌▇▍ █▊▉▉█ ▍▍█ ▉█▆▊ ▇▇▆▉▇ ▉▇▊ ▋▋▄▍▇█▆▌ ▇▍ ▇▋▆ ▍▍▌▍▋▊ ▌▉▇▌▄▍
▋▆▍▌▅ ▄▇▉▋▆▊ ▉▉▆▄▋▅▅▊▄▉ █▇ ▇█▉▉▌█▅ ▇▍▄▄
nre fix for temp missionPoints
Fixed a bug where strafing left in a circular motion while skiing at any velocity would cause your velocity to keep increasing
Merge branch 'main' of sbox-hover into main