240,128 Commits over 3,837 Days - 2.61cph!
Disable visual effects on new RenderScene, fix it for VR rendering too
Merge branch 'master' of sbox
Clear only depth and stencil for scenes, fixes some initial render target errors
Use RendererLod instead of LodRenderer on laser light
Don't clear the buffers when drawing scene
Merge from voiceprops/dlc
More tweaks to connected speaker logic, more efficient spacing of audio sources when lots of connected speakers are chained together
Limit 10 playing connected speakers per boom box
Made the wounded UI text a bit clearer, also converted it to RustText
Only attempt to unlock the laser achievement once per session
Reduced the maximum number of connected speakers that can be in a chain (was 30, now 15)
Connected speakers that are too close to each other will no longer play audio
Fixed NRE in prior megaphone change
Update render scene ui test
Remove bullshit SceneCapture, replaced with Render.DrawScene and UI.Scene control
▉▅▉'▌ ▍▍▆▉▆ ▇█▉▉▅▌▇▉▍▄▌ ▉█▍▆ ▉▋▌ █▉▍▄ ▇▄ ▄▆▆▆▇▅▅█ ▌▍▋▋▆▇▅. █▅█▆▍▅▄▄ ▆▇ ▆ ▆▅▌▍ ▆▇▅ ▉▉▍ ▉▅▆ ▌▍▇▊▉▆█▇▇▋▄ ██ ▌█▍▍▅▄ ▌▄▌▍▊▍▊█▊ ▊▌▅▍▍▆▇ ▍▋█▉ ▍▍▍▌█▋▉▌ █▋▊▉▋▉▆' ▅▍▄▊ ▊▍▌ ▋▊▉▉▄ █▅█▉▅█▊ ▄▍▄▄█
Player mouth will now move while using megaphone and microphone stand
Fix dances disabling screen overlays (diving goggles, plate helmet, etc)
Merge from voiceprops/dlc
Another attempt to fix boom box not turning off when player disconnects
Viewpoint no longer rotates while dancing
Viewpoint positional changes are 50% dampened
Use legs mesh (with arms) while dancing instead of full body mesh, works nicely with alt looking
Code review: Disable saving on WoundedFreeCamera and WoundedNeverEnds editor vars to avoid confusion
Revert the pointless change but now, if we're very lucky, crawling will be fixed
Make a pointless change to player_movement.prefab, see if the build server will fix the crawl hovering bug
If players recover from being wounded, they can't get wounded again within one minute; if they get wounded again they go straight to being dead. That's intentional, but the one minute timeout was being applied even after death and respawn. This is now fixed.
Remove "client says open door" debug log!
try undoing materialsystem changes
TTT: updated the Russian localization (#1813)
Updated Map + Assets
Updated Map;
Larger and more open spaces
Adjusted areas for better flow
Implemented new trees which shouldn't block the players as much
Some more art
Rebuilt ground mesh to fixed problematic areas
Rebalanced resources based on feedback
Created several areas to set up forward bases
Removed old trees
Merge branch 'master' of sbox-rts
MoveGroup belongs in the Flow Fields game lib now and added method to IFlockAgent
concrete barrier physics shape now part of main fbx file
Removed hard edge from lod1&2 concrete barrier
concrete barrier lod adjustments
Merge branch 'master' of sbox-game
Fixed shatterglass crash (by disabling shatterglass)
Merge branch 'master' of sbox
Attack units automatically if we're standing still even though we're selected
Added better debug stuff and fixed interaction between units and items
give doors default spawnflag of "Use"
Update base.fgd
▉▌▅█▋ ▅▄▍▅▅▄▄ ▇▅▇▋ ▄██▅▆▇▋▉
Hammer: SupportsSolids tag makes a @PointClass also work as @SolidClass
Added string.ToTitleCase() and use it for FGD autogen
Hammer.DrawAngles can be used without any arguments
(Also make FGD autogen generate a bit nicer headers)
Hammer.MetaDataAttribute supports tags
Added Hammer.SupportsSolid
Mark DrawAngles as non-visual element
(So that @PointClass with a model() and drawangles() doesn't make the selection box disappear when no model is selected)
Model updates and gibs added to concrete barrier
Merge branch 'master' of sbox-game
Tweaks to the fog material
Added cheat to always avoid death for recording performance replays
For some reason this fixes an NRE in Switch builds
Updated com.unity.burst, com.unity.mathematics
Default bind mouse3 to zoom
Make more steamworks internal
Push more of Steamworks behind proxy
Merge branch 'master' of sbox-game
Flow Field Flocking v0.9
Simplified flocking to one single radius and use multipliers in Flocker
Merge branch 'master' of sbox-rts