255,009 Commits over 3,990 Days - 2.66cph!
Add support for demo shots to serialize parented shots
Stores the current parent entity and optionally the bone that the camera is attached to
Fixes out of sync camera movement in shot playback when a shot is recorded while parented to a moving entity
Extended train wagon parent trigger size to include the side platforms
Fixed train wagon ladders slowing rotating the player, at different speeds depending on the wagon's rotation
Coupling points now pivot to try and visually stay connected. To achieve this, we're now sending basic data on what we're coupled to to the client
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Do heaps of damage to animals/npcs if a train hits them.
Reworked the megacliff walkway ramps because the old style was impossible to splat with the new cliff pieces without it looking like complete crap
Optional to always show controls hud, or just show when scoreboard is open
UI showing all move mechanics
Only display mechanics who've set a name & description
Add name & description to some move mechanics
Hammer: Add tiling support to fast texture tool ( behaves exactly the same as the one in dota tools )
Before: https://files.facepunch.com/matt/1b0211b1/sbox_8X63pqiVql.png
After: https://files.facepunch.com/matt/1b0211b1/sbox_ylhMiqliDi.png
fixed some more hole boundary issues
Restored junkpile NPC prefab nuked in merge
70471
added minigolf_build to map list
Replay system
Fix potential nre
Bottom right hud showing checkpoint & stage stats during run
Clean up so linear/staged timers function the same
Calculating potential total instance count debug
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temp fix for hole bounds lag on hole 3
Backup 2022/05/02 17:50:00 UTC
Stripped a lot of code out and setting up foliage grid to try and support compute based foliage.
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Auto-create the save path for servers (server.identity)
Fixes exceptions thrown at boot when it doesn't exist
Codegen and manifest to fix merge errors
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Added grass.refresh_budget and decreased resolution in FoliagePlacement.CheckBatch
Hammer: Allow key bindings for 2D View Shading modes
Lowered wagon and above ground workcart populations
Clear out more FGD stuff
ModelDoc: Fill in some missing node icons & descriptions
Don't render debug grid in skybox
adding cable tray set, pipe material variation, decals
Merge branch 'master' of sbox
Backup 2022/05/02 11:50:00 UTC
Rendering for r_light_probe_volume_debug_grid
Don't make the debug scene object batchable, fixes lighting not working randomly - fuck knows why
Add r_light_probe_volume_debug_grid_bbox
Add the remaining convars
Ball impostors for layla
https://cdn.discordapp.com/attachments/967087958266114048/970305957269762048/unknown.png
C++ part of ball impostors
Merge branch 'light_probe_volume_debug_grid' of sbox into light_probe_volume_debug_grid
Fix compile
Previous commit stomped all my changes
Add adjustable roughness and metalness configuraiton to lpv debug grid
Merge branch 'light_probe_volume_debug_grid' of sbox into light_probe_volume_debug_grid
Fix some shading problems
hook up metalness and roughness convars
Fix sphere reflection, add smooth fade
Hook up r_light_probe_volume_debug_grid_albedo
Update vertex buffer if r_light_probe_volume_debug_grid_prim changes so we can support cube prims too
Use sample size instead of scale so we can use the convar
Destroy vertex buffers when convar is disabled
Add sample size as shader attribute
Merge branch 'light_probe_volume_debug_grid'
Add sample size as shader attribute
Destroy vertex buffers when convar is disabled