250,917 Commits over 3,959 Days - 2.64cph!
Hammer: Force uniform scale gizmo, this time only for non prop_static models
Fixed documentation comment for StandardPostProcess.Falloff
ent_path_platform - WarpToPoint also sets angles and fires OnPassed output on nodes
KeyframeEntity: Handle negative Time.Now intervals
Created static heater prefabs
Added heaters to arctic base
Fixed possible exception when baking !force
Fixed cliff shader shore wetness
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Change Title
File upload tweak, bugger buffer, timeout
include .mat because it didn't get included for some reason
new icicle meshes
12 prefab variants
lods
textures and materials
Fixed wiggle effect ordering under water
Slightly raised chainlink fences and modified terrain to make it easier to pass through the holes in fences
Another attempt at fixing floating rocks on steep terrain
Resolve obsolete ResourceId usage
Don't derive Asset from Resource... fix getting assets by id/path returning null (#150)
Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine
Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID,
meaning when you fetched by ID it would only be valid in one state.
Clear Asset dictionaries and dispose of watchers on Init/Shutdown
Attempt to fix another issue with mech baking
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Fixed mech stage calling ClearBehaviourDelay on the wrong type
Cover updated to match new cover art placement.
Added an inspector header to NPCSpawner to tidy it up
Merge from arctic scientist suit.
Setup item.
Refactored NPCPlayer loadout equipping.
NPCSpawner can now specify loadouts.
Made arctic base scientists spawn with new arctic suit.
Updated AI Prefab
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updated AI data for garages and dome.
s2p
Initial work on foliage perf optimizations
- Alpha culling by clipping before we even get to the PS
Make specular optional
Fustrum cull triangles
Experiment with culling during shadow pass for foliage
Added transmission
Swap branch materials to new shader
Merge Arctic Bases -> Aux
Give spawning snowmobiles 20 fuel
Endpoint is returned from api
Change menu to show Output as the device label
Tidied up the code and revert to default audio device if unavailable
Merge Arctic Bases -> Aux
Added temporary check hardcoded English translation for default audio device
The audio device will now properly change when selected and be remembered on restart. Need to investigate why device id is returning its friendly name, using workaround until then to test it works
- Don't destroy snowmobile when puzzle resets if it's moved
- Snowmobile spawn now works with save and load
Add a way to get the active audio device name and set the current audio device by id
Update audio settings menu code test
Added missing material type to shipping container (900_a_blue_snow)
Added Sound.GetAudioDevices() IEnumerable<AudioDevice> type and started hooking up audio settings UI / progress
Remove old, unused ui
Highlight friends in leaderboard
Fix Slider not enabling form's save button when slid
Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine
Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID,
meaning when you fetched by ID it would only be valid in one state.
Replay menu tweaks to include campaign and mode for each entry
Use icon for co-op replays on replay menu
Video page revert goes back to state from when the game last launched
Mask for leaderboard mode button
Merge Snowmobile -> Arctic Bases