251,225 Commits over 3,959 Days - 2.64cph!
0 forwardReaction value by default
Start a new bump reaction if we're not already reacting, else just modify the parameters as it plays
New bump reaction animation code. Also changed sitReaction from a bool to a trigger.
Make the tag query exclude unselected options for mutually exclusive tags
Example: searching for monthly will exclude biweekly and weekly in case some server has all of them specified for some reason
Also fix servers not refreshing when changing tag filters the first time
Remove unused devtool python scripts (source1_port_scripts, source2_reintegrate_main)
Merge from keycard_anim_improvement
Remove the other source mdl import code from modeldoc utils
Fixed keycard entity model using a RendererLOD instead of a LODGroup (it moves, so it can't be a static RendererLOD)
Added support for third person keycard model to change colour to match item (used to only show red)
Swiping a keycard now triggers the attack animation
Completely remove cs_mdl_import util
Only update material preview for fast texture tool on activate, see if that fixes crashes
Refactored MagnetCrane into a subclass of GroundVehicle, using VehicleEngineController. Plus other refactoring and cleanup. Still WIP.
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added new params (forwardReaction and rightReaction) for driving, hooked up to reaction anim blendtree, removed reaction state and transition from sitting state
Iron fence - col shape tweak
Merge branch 'master' of sbox
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
Disabled the bump anim code again until the new system is set up.
Refactor how mixed baked lights are calculated to later support multiple lights at once
Removed unused lightbinner that was mostly just duplicated code
Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once
Up our shader ABI, document changes, and rename elements of that enum to better clarify
Make lighting data structure from shader match what's on cpu side
Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows
Pass number of mixed cascades to shader
Naive shadow atlas downsampling test
Consider mixed light shadows for atlas downsampler too
Add cvar to maximum mixed light shadows, make a lot of this clientside
Add option to render mixed shadows only on viewmodels
Fix self shadowing on dynamic objects with mixed shadows
Add helper method to get the wanted shadow sampler given the context, clean up code
Pass viewmodel shadow sampler on the shader side
Viewmodel shadows on mixed shadows 🙏
Cleanup lightcomponent, reenable shadow fading
Remove unnecessary debug pragmas
Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them
Initial commit
Barebones game, map, and player controller
Use simple namespace declaration
Removed majority of legacy entities
Fixed DIconLayout counting border size 2 times when laying out icons (Community Contribution)
Flash the game window when loading screen disappears to let the player know the loading is finished
Fixed hook.Add giving a less than useful error when given a nil to second argument
FPArms: made punch hits snappier (approx. 200ms to hit now), separated punching anims into their own vmdl prefab
Security light - git #176
Excavator puzzle reset bounds no longer exceed prevent building volume
S2P
Fix DIconLayout (#1873)
x starts at m_iBorder, not zero, so it should be compared to max width including the left side border
Try having resourcepaths like this
Moved SceneSunLight to engine, removed hacks
Large furnace now provides a small amount of heat and comfort - in line with other cooking/smelting deployables
Update uf_wooden_gaps.vmap
Put motionsensor.GetColourMaterial behind a clientside permission.
Security light - adjusted col and added new emissive map
Merge branch 'master' of sbox
Pass selfillum to material helper
Added NextBot.GetLastKnownArea and NextBot.ClearLastKnownArea
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3p keycard - Added holdtype, override controller & anims
fixed pickle jar desc typo
Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it
removed Pickup start debug print
Start cleaning up Render, moving to engine
Putting all the ThreadStatic render state in one struct
Fixed file.AsyncRead returning garbage when the target file has no data