250,313 Commits over 3,959 Days - 2.63cph!
merge from store_update_merge
Satellite dish - added lods for whole dish and rounded lod0 edge on dish
Base controller w/ dev hud
Dev map
Die when fall fast
Added model component to MLRS
Timed explosive / thrown weapon bone attachment not prefers the bone that belongs to the collider that was hit (rather than using the closest one in world space)
Add setting helper for standard post processing shader
Allow for more than
65565 single shader variations based on dynamic combos
merge from delete_htn2, removing everything Apex and HTN related.
Basic VROverlay in Sandbox.Menu with a render target texture of the menu UI - probably a shit place for it but can be moved easily.
https://files.facepunch.com/matt/1b1811b1/vrmonitor_A6tO3ufJP9.png
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine
VROverlay class in managed with rendering props and render update loop
Fix reversed check in IsWaterlogged for vehicles that can't become waterlogged
Compiled post process with dof quality
Fix VehicleEngineController doing more work than necessary to get the fuel system
Rename HasAnyPassengers to AnyMounted
Update BaseVehicle mount menu check to not check IsMounted
Manifest build, and prefab ID fix
Merge misc_improvements -> snowmobile
Merge MLRSUpdates and IntegrateVehicleSubEnts -> Snowmobile
Remove some debug stuff I left in
More inland cliff replacements
More vehicle tidy-up. Since every engine uses fuel (so far), put EntityFuelSystem inside VehicleEngineController. EntityFuelSystem can still be used separately if needed (several vehicles do this as they have their own engine implementations).
Fixed vm getting orphaned when entering debug cam
Fixed event NRE when spectating in a demo
Merge BaseMountable -> misc_improvements
A general tidy-up for vehicle code to make things easier in the future.
- Split BaseVehicle into BaseVehicle, BaseVehicle.Server, and BaseVehicle.Client.
- Move IsWaterlogged and CanRunEngine checks to VehicleEngineController, so they can be shared by everything with an engine.
- Match EntityFuelSystem and VehicleEngineController to Rust code formatting ('private' written out, spaces inside brackets).
- BaseVehicle IsMounted implementation fix.
Relative midi knob bindings are now applied via midiconvar.BindKnobRelative (eg. midiconvar.BindKnobRelative 1 1 dof_focus_dist 0.5)
Added ApiCallLimiter
Don't delete replays if they're in the submission queue
Get rid of bullet stats object in switch release
Added SimpleBitWriter
Added methods to encode / decode campaign metadata as ulong
Nex API rate limiting, file re-using, don't use files for campaign lbs
Some more rate limiting !switch !release
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Added a skin redirect editor (Tools/Skins/New redirect skin) that creates relevant prefab variants and makes standard changes required to get the redirect working (item names, pickup, repair, shortnames, etc)
Updated holes with more art and balances
street cabinet 3 - material adjustments
Street cabinets - revised street cabinet 1 2 and 3
Merge branch 'master' of sbox
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EditorModelAttribute can do different color tint when the entity is dynamic (for lights)
Added Hammer.CanBeClientsideOnlyAttribute
Added 2 internal Hammer helper attributes