249,482 Commits over 3,959 Days - 2.63cph!
Added number.UnsignedMod( number ) extension
volume convar works
Added Panel.ChildrenOfType<T>
Update to temperate grass spawn settings
Added UserInput.ActiveChild, UserCmd.ActiveChild
Added ClientInput.SuppressButton, ClearButton, MouseWheel
Panel can subscribe to IFrameUpdate, IPhysicsUpdate (gonna have to figure out a better way for this dumb shit)
Added IClientInput
Merge branch 'master' of sbox
Deleting HDRP folder in lighting prefabs
Hotload: Reflection instance tests
Hotload: Added failing WeakReference tests
Hotload: Working on a nicer system for organising instance upgraders
Hotload: Factored out reflection and delegate type upgraders
Hotload: Added WeakReferenceUpgrader
Hotload: Parameter cleanup
Hotload: Test cases for closures losing captures of various kinds
Hotload: Fixed possible exception in DelegateUpgrader
Hotload: Made it more obvious when to pass a replacement type
Hotload: Added WeakReferenceUpgrader
Hotload: Some documentation, clearing UpdaterGroup caches
Hotload: Added a failing HashSet<T> test
Hotload: Actually use ChildUpgraderOrder
Hotload: Finishing off refactor
Hotload: Cleaning up
Hotload: IBorn and IKilled work again
Hotload: Fixed OnClearCache() not being called in UpgraderGroup children
Hotload: Fixed ArrayUpgrader calling the wrong method on elements
Merge remote-tracking branch 'origin/master'
Merge branch 'hotload-refactor'
Removing the water from sewer branch canyon in case monument spawns canyon under sea level
Shore wetness adjustments on medium rock formations - was too high
Created custom meshes for temperate and arid cliffs to serve as AddToHeightMap proxy - This greatly reduces foliage growing on the cliffs walls
greatly optimize cssbox and improve image quality
Variable border size
Adjusted subpixel AA ratio, fixed a few units on cssbox, compiled shader
Merge branch 'master' of sbox
Disable aurora, rainbow and lightning effects when inside train tunnels
Fixed PostLevelLoaded being called in the wrong place, and being called multiple times
Merge branch 'master' of sbox
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Fix text entry not updating data bind when deleting or backspacing
Scale Yoga values so we aren't snapping to pixels
Fix PhysicsHullFromRender calculated mass info
Reset IsSpinning flag when loading from a save, fixes slot machines not being usable if server is saved while a spin is in process
Fix PhysicsHullFromRender preview
Player lazy aim test
Messy Crosshair tests
Don't generate rpc __proxy method if we're an override, because the baseclass will have generated it
Fix translatey parsing
Delete crosshair panel immediately when destroying hud elements
CrosshairCanvas.SetCrosshair public
Merge branch 'master' of sbox
Asset browser: Support multiple filter by type anywhere in search bar
Fix browse textures as files in material editor using multiple jpg ext as filter
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I'm commenting all these animgraph time > 0.0f asserts out, I reckon they don't account for predicted shit
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stag/wolf - updated and organised source rig and anim files
Wolf - idle & walk updates
ModelDoc: Fix fbx loader only using the first FbxPose (fixes loading models that have multiple bone roots)
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Fixed error when baking all stages
Warn when trying to use an ECS-enabled bullet type in unsupported places
Set disableBulletSystemGeneration to true for powerup bullets
tweak respawn pod particle glow
Merge branch 'master' of SpaceUsurperUnity
fix nightmare intro player
Merge branch 'master' of SpaceUsurperUnity
edited credits rankings
changed respawnPod effect bullet depthlevel
credits crawler repulsion circles
more repulsion circles
Merge branch 'master' of SpaceUsurperUnity
Made getting aliases from structs more generic and cached
Fixed adding ChunkData types to a bullet system
Target player auto-updating support
Redirecting support
Discover aliases in parameters passed to overridden methods
Added ECS / legacy bullet count to HUD
Big ECS pixel collision refactor
Fixed native resource deallocation in UpdatePatternsSystem
ECS updateFloatVar support
Caves shadow proxies and prefabing
Large Rock formations prefabs and spawn pops
Beach medium rock formations now show on procmap
Edited World Setup
Optimized tundra grass spawn settings in proc map
Tundra and temperate material tweaks
Texture color tweaks
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Hammer: Fixed a crash in Object Properties => Model
Hammer: Fixed a crash when trying to place a non existent Prefab using the Entity tool
Hammer: The Entity Report dialog will now close when its associated VMF is closed to prevent crashes
Hammer: Opening Entity Report for a different VMF when the Entity Report is already open will now properly recreate it for the currently active VMF