249,492 Commits over 3,959 Days - 2.63cph!
Add missing ViewmodelRenderer component to cards VM
Use gib local scale as the base for scale value instead of assuming it's scale is 1 (fixes some gibs with incorrectly scaled pieces)
L/R directional bird emitter
Merge from dbl_shotgun_zfighting
Basic hack to get the card-holding view model to show up for the local player. Will redo this properly later
Reworked the flipbook so that the bird doesn't jerk back and forth
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Server browser will now display a "tag" when server is running a version different to client's
Added total server count readout to the server browser
Get rid of server's steamid64 from Lua as it serves no purpose now (valid GSLT is still required and checked for)
Fixed server name being misaligned vertically due to the icons on the left
Fixed version text in main menu linking to the wrong gmod repo when clicked on while on a beta branch
Added extra space for map names in server list for screens that can fit it
Terrain update for my test map
updated dev_hotspot_layout
Now set up correctly to use hotspot system
Playing cards viewmodel setup - 1st pass
Anims
Animator
Prefab
Added Matt's card model & textures
Made a material & assigned textures
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Fixed co-op player join prompt on switch
Campaign leaderboard style tweaks
Main menu for Switch is pretty much done
Some settings page Switch work
Improved shore ice spawn settings
Reduced density of floating ice sheets
Made shore ice spawn before small arctic rock formations
Increased viewing distance of shore ice
Removed obsolete shore ice prefabs
Renamed animal folders, deleted TestAnimal prefab.
Renamed animal AI classes/files/designs.
Added a ref to BaseNavigator in BaseAIBrain and removed all individual state get/caching of BaseNavigator.
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Bunch of clean up/refactoring/optimizing
Disable stronghandle assert
Shut down previous transform texture on scenesystem shutdown
Initial upload; dm_testingmap_01
dm_testingmap_01; Map for Deathmatch.
Merge branch 'master' of sbox
solo sub intial setup,
mesh and lods and 95% of the collision.
Pass EntityIOTargetType_t in InternalEntityConnection
Added Entity.EntityName
Don't call Shutdown on library on assembly unload, because it'll be hotloaded properly
Use [Input] for hammer method inputs
Create FuncButton.cs
Create IUse.cs
FuncButton implement IUse
Create AmbientGeneric.cs
Added player +use'ing
Store fireable entity outputs
Merge branch 'master' of sbox
Make SDF voxelization & Sky Coverage baking an option in Hammer
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
more rust asset cleanup
Merge branch 'master' of sbox
Fixed junkpile_a sedan baked LOD color being incorrect
Fixed desire trails coming too close to swamp_c revealing the water plane
some misc fixes at trainyard
improved caves terrain anchors, improved the cover over cave terrain holes
removed unfinished lighting work from cave_sewers_hard
disabled batching on junkyard mounds as it seems to break vertex alpha, impact should be low
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Disable other rendering pipelines other than our main one
ClientInput.CursorAim sensible default
Don't send .vpk files in NetworkAssets
Fixed properties not using attribute name
Making entity property names case insensitive
Added Entity.InternalEntityConnection, fill from map key values
Added Button.Voice
Added [HammerInput]
Fixed "no IPV6 support" when connecting using localhost
Added Mouse global static class, fixed cursor disappearing when toggling between main menu
Merge branch 'master' of sbox
Improved roadside wrecks LODs accuracy some more
Arid cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
Make eyebrows use complex again so it's shading looks like before now that stuff is fixed
made van_e LOD4 and LOD5 display where the holes in the vehicle are to prevent camping inside
further improved new sewer blocks to cope with terrain by filling in the space