221,907 Commits over 3,653 Days - 2.53cph!
Temporarily remove Recoil on the Tank until its done by the animation graph
Added fully functional tank unit and updated Weapon to support a bunch of new stuff.
ModelDoc: Add PhysicsShapeCylinder https://files.facepunch.com/layla/1b0211b1/sbox_VKtNHzD2qc.png
Cleaned up, fixed transforms not applying
Fix material editor crash when shader is fucked
Fix shader compiling to wrong folder
Fix shader .ini file wrong folder
Added Render.Clear()
Render backdrop filters on their own, before the main panel
Merge branch 'master' of sbox
Moving backdrop filter, backdrop blur into their own shaders
Merge branch 'master' of sbox-game
New perf stats category list
Updated perf-stats-plot.py to work with frameBatchSize
Made module volumes thinner
Moonpool shared prefab - contains water surface, volume and effects
Moonpool specific water carving volume mesh 'volume_1200x1500_moonpool'
Removed previous volume test mesh
Remove sv_gravity change callback on game shutdown. Fixes #418
merge from /player eyes gesture fix
Disable rotation on sound light since it has no valid placement and confusing
Street lamp feedback
Street lamp glass fresnel adjustment
Implemented blur on some UI elements and fixed broken namespace using statements. Updated round change detection to use OnChangedCallback attribute.
Reduced boombox condition loss
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
Removed NavPath and NavSteer from Gamelib
Removed PropertyWatcher (obsolete). Added RPCUtility. Added experimental DayNightManager (currently not working due to a crash.) Added automatic creation of unit node size pathfinder objects.
Water carving now uses the exact shape of the player capsule collider everywhere rather than approximating some things with the axis-aligned (!) bounding box
Disabled autocrouch when swimming / admin flying since it would glitch out the capsule collider when swimming underneath something with a water carving volume
Environment volumes now allow using a custom collider (like a mesh collider) for their trigger (any custom collider on the game object will be used, if there is none the default box collider will be added)
Force snap whole Rect when rendering text on 2D surface, fixes text looking muddy
Don't draw shadow rect if texture isn't ready yet
Underwater lab monument prefabs are no longer using Scene2Prefab
Refactor PanelRenderer
Merge branch 'master' of sbox
modules meshes updated to latest
fixed hatch tube cap collider
ladder volumes throughout
Added link-stairwell-bottom-e and link-stairwell-bottom-f to cover two edge cases where none of the current circular stairwell pieces would fit
Underwater labs convex mesh volumes - all the combinations should be possible from this set of volumes
backup build scenes
underwater labs hatch material setup
Merge from voiceprops/dlc
Added client convar LaserBeam.PrintQueue to print the state of every laser (queue state, length, time since last update)
A bunch of SceneSystem binds
Player null check in RecorderTool
Added LaserBeam.debugcollisions to print out if the lasers are hitting something
Moved the laser origin point slightly further out from the laser light collision box
Get the discofloor looking good with the updated audio input
Put GetFakeInput back, we actually do use it!
Select the best audio sample size to roughly cover the last frame (within reasonable limits)
Since we only care about the overall volume, use GetOutputData instead of GetSpectrumData. No more need for an FFT.
Removed unnecessary brackets
Now getting an RMS value from each call to GetSpectrumData by taking the square root of the squares of each value, although no one is completely sure what exactly GetSpectrumData returns for each frequency band.
Removed GetFakeInput since it was unused.
Fixed crazy massive bug with the wire tool texture
Update items and translations
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Slightly safer on/off check on LaserLight