240,138 Commits over 3,837 Days - 2.61cph!
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Fix map caching key not working sometimes
Fix map caching key not working sometimes
perf-stats-plot category sorting
Profile LateFixedEntityUpdate
Checkbox and switch
Popup/Dropdown base
Dropdown options
Merge branch 'master' of sbox-game
Added Panel.OnTemplateElement (allow the panel to access the template element, and its children)
Add sv_no_ain_files, defaults to 0
Automatically apply PROPINTER_FIRE_EXPLOSIVE_RESIST to all props that can deal explosive damage to prevent crashes
Adjusted street lamp prefabs
fixed street lamp being on by default
Fixed Switch development builds
Merge remote-tracking branch 'origin/switch-benchmark' into switch-benchmark
Fixed FPS display toggle on Switch
Merge remote-tracking branch 'origin/master' into switch-benchmark
New perf categories
Add FPS lines to perf-stats-plot
perf-stats-plot tweaks
Player_StatusEffects divergence fix
Merge branch 'switch-benchmark'
Street lamp change to decal for higher res text and updated emissive
Merge branch 'master' of sbox-game
DComboBox works better on modal panels
craggy debug biome painting
climate color grading improvements
Fixed Lua error with DTree_Node when self populating folders from filesystem end up with 0 files
Fixed a potential crash with func_clip_vphysics
Fixed a crash when particles are attached to the world entity and the map is reloaded
Prefab and scene updates for transitional pieces (doors)
Added transitional pieces (doors)
New perf categories
Add FPS lines to perf-stats-plot
perf-stats-plot tweaks
Disable model/material/addon unloading/reloading stuff
Merge from voiceprops/dlc
wip water treatment plant ai
If audio output is set to something other than stereo only pass the first two channels (L/R) into the encoder
Added AudioInterceptComponent.debugChannels to print out audio info
Dump watermelon thumbnail
Add PhysicsBody.GravityEnabled
Fixed a crash with physgun's primary fire when a grabbed entity gets removed/invalidated during OnPhysgunPickup
css filter: blur support (#16)
Shaders with LayerMat support
Merge branch 'master' of sbox-game
Added 45 and 90 degree corner tubes to underwater labs
Fixed dungeon block volumes in 45 degree corner tube prefabs
Added more underwater labs to dungeon_base_test scene
WIP updating CSS parser to handle gradient stop points
Gradient stop points working on effects UI test page now
Merge pull request #14 from Facepunch/gradient-parsing
Fixing up gradient parsing to support stop points
Added implicit bool for RealTimeUntil so you can check if it has elapsed
Merge branch 'master' of github.com:Facepunch/sbox
Add Event.PhysicsPreStep Event.PhysicsPostStep, Obsolete IPhysicsUpdate
Fixed static RPCs in static classes not working because you can't have protected methods in static classes
Support morphs for anim scene objects
Obsolete AnimSceneObject.SetAnimParam, use SetAnimBool etc to stay consistent with AnimEntity
Event.PhysicsPostStep to Event.Physics.PostStep
Make sunlight render without bounds
Support filter: blur( xx )
Merge branch 'master' into css-filter
Merge fix
Added Render.Clear()
Set FilterBlur
Create layer matrix to offset the transform matrix for rendering panels to RT
Don't need to set all this junk for this shader
Update layer if panel changed size
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Updated cinematic anim controller + avatar.
Added dialogue clip.
Hatch tube 45 and 90 degree left and right variants, including convex volumes and prefabs
Make sunlight render without bounds
Roughly keep track of peak audio level to better handle differing volume between stations, or Unity's thing of including the volume level falloff from distance in the data
Update Towns.Common for new serializers