251,233 Commits over 3,959 Days - 2.64cph!
Add custom FlyController that uses MoveHelper. Have suitable spawn positions use the center of the voxel.
Velocity cap when starting a new run
Copied over some placeholder models and effects from Hover. Copied over weapon base from Hover. Implemented AmmoItem type. Implemented WeaponItem type.
Hide button
Rename to trail pass
Style adjustments
Fixed post process errors
Fix GrabFrameBuffer sometimes not working in tools mode
Footstep placement bug fix.
Failing to save jpeg screenshots/posters actually says that it failed in console
merge from server_browser_tag_filter
Rework of wooden gaps now playable
Removed Render.BlendMode etc, added combos to UI shaders for blending
Update to use Entity.FindInBox. Update to use SceneObject.Attributes. Update to use Global.PhysicsWorld.WorldBody (doesn't exist yet.)
Added admin-only respawn_entities console command
Also removed debug_write which seems useless
Removed the original respawn_entities console command
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr
Added EntityManager.CleanUpMap( filter )
Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup]
Added EntityManager.DefaultCleanupFilter
Rename m_SboxCleanupFilterCallback
Remove duplicate code
Merge pull request #173 from Facepunch/map-cleanup
Map cleanup functionality
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tweak wheely bin collision/prefab
Move SetLighting to engine as SetupLighting, allow other RenderAttributes to be filled
ManagedSceneObject, ManagedRenderPipeline to engine, cleaned up post processing, moved standard post processing to addon base
Updated wooden gaps + skybox + sound
Wheely bin polish
Improved collision accuracy on wheely bin
Reduced symmetry 'rorsaching' along seams, less noisy textures
Dirt pass inside
Reduced textures to correct texel ratio
Expirable SyncContext refactor
* Rename MainThreadContext to ExpirableSynchronizationContext
* ExpirableSynchronizationContext supports having multiple live instances on different threads
* Added SyncContext static class to handle resetting on session end
* MainThreadContext.Instance is now SyncContext.MainThread etc
More control over addon tasks running on worker threads
* Added an ExpirableSynchronizationContext for worker tasks
* WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread
* WorkerThread.Stop() causes those worker tasks to exit, can be restarted later
* Stop worker threads during hotload
* Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
Clothing Layer guides WIP
combat state design files, pet command list update.
Update uf_wooden_gaps.vmap
Fix for pet not getting released correctly clientside
DrawScreenQuad to engine
Move UI Renderer to Engine
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Pass engine version in when querying gamemodes
Pass engine version in when uploading gamemodes
Refactor render drawing classes
Moved more render stuff to engine, Added ScenePanel.SceneAttributes
CCTV - fix for texture, added cover to hole on mount, adjusted mount pos
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Security light - prefab and mount tweak
Merge branch 'master' of sbox
Security light - col tweak
Remove all version control code from tools
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Using spinlock here instead of lock( Index ) - just because of a hunch that I don't have time to actually investigate. Might be best to investigate it before committing fully.
tweaking breakable/ prefabs
Merge branch 'master' of sbox
Convert bound computation for model builder to use SIMD
Ensure that at least one spawnpoint will be available. Initialize startup chunks on map load.
Allow bumps to play a little more often
Fixed lightmap with tall chunks. Add concurrent queue for full initial updates and then populate an internal list to the task. Ensure full update not done. Fixed a stupid error that causes chunks to initial update hundreds of times.