239,713 Commits over 3,837 Days - 2.60cph!
▅▊▆▆▉▅▍ ▄▇▅▅▊▋ ▉▌▇▊▍ ▇▋█▇▅
Baked custom LODs for all icebergs because old ones were too low quality
Iceberg scene2prefab
Deleted some legacy iceberg textures
Updated Trainers to fit new Citizen rig
Updated Workboots to fit new Citizen rig
Updated Hardhat to fit new Citizen rig
Remove physics hull from hardhat (causing visibility issues)
Updated Wooly hat to fir new Citizen rig
Updated Beret to fit the new Citizen rig
Updated Security Helmet (with and without strap) to fit new Citizen rig
Workboots compile
Updated Tophat to fit new Citizen rig
Updated Cap to fit new Citizen rig
Updated Woolyhatbobble to fit new Citizen rig
Updated Leather cap (with and without badge) to fit new Citizen rig
Updated Uniform hat to fit new Citizen rig
Updated Service hat to fit new Citizen rig
Updated femalebun to fit new Citizen rig
Updated male hair 02 to fit new Citizen rig
▄██▇▋▊ ▅▄▌▋▅ ▉▄█▄ ▌▍█ ▆▆▌▇█▄█ ▋▍▄ (██▆▆▌ ▉▉▆▋ ▊▊▅▄▉█▇▉ -> ▄█▉▆▇://▅▄▄█▊▊.▄█▍/▄▊▄▉▇█▍▋▉/▌▌▅▆▌/▄▅▇▍/▄▉█)
▉▅▋▅ ▇▋▋▉▋▇█▋ ▇▍▇▆▉▌▆ ▌▋▅ ▆▋▇▄▅█ ▆▊▍▍▇█▅▅▍▍ █▉▆▆▌▆▍ ▅▄▉▅▆▄▉▇▆██
Removed BufferedActiveChild stuff
Move PlayerAnimator and PlayerController to addons
Setting Pawn also sets Owner
Renamed OwnerEntity to Owner
Add Entity.Input, Entity.Client
Added SharpenAndVignette effect
copy AI design files in the build process.
Added Entity.SpawnFlags.Add
Reimplemented basic prop_door_rotating in C#
Increased "tickrate" for trigger_hurt
Added doublevision effect
Propagate component references to parent scopes
Check for FlagAttribute when setting component data
Use an attrib to mark universal components
VelocityData now has a corresponding flag
Rename Client to ClientEnt, make a Client interface to emphasise that it's not a regular entity
Client.Local => Local.Client
Delete IPlayerControllable, Add Entity.Simulate( Client cl )
PlayerAnimator, PlayerController works again
setup/testing out sleep/wake on train tunnels AI
Implement C# door Open/Close inputs, implement TimeBeforeReset for rotating door
Doubled FOV and reduced max cue pitch by half
Move enums to own folder, removed unused Vector3 extension, move Game tick to Event
Make C# map IO case insensitive, fixes trigger_hurt not being targetable
Ensure tick runs when it should do for clients with input, it can run wherever for spectators
censorplayerlist now enabled by default
Fixed Hammer crashing when pressing CTRL+S without a map open
Merge branch 'master' of sbox
█▌▇▌▄ ▍▉▍▊▅▄ ▆▅▌▌▊▄▇ ▉▅█ ▍▄▍▌▄
Fix "#147 Unable to right click and bring up the context menu for any image in the Material Editor"
█▆▍▇▅ ▅▊▍▇▇▉▋ - ▋▌█▇▅ ▅ █▇▅█▊ ▆▊▋ ▍▋▋▍ ▍▌▉▌▋▄▉▉▌▆ ▉▋█▆▋▇▌
Added a visual bounding box of the current dupe to the duplicator tool
Remove redundant element count from buffers SetData
added ai.spliceupdates convar to toggle splitting animal and human update queues on alternate frames
Rename Player.cs to Client.cs
UpdateCamera to BuildCamera, OnInput to BuildInput, ClientSimulate to Simulate
Add FindOrCreateProceduralMesh to IMeshSystem
Move mesh stuff out of game glue and into mesh glue
Whitelist Span
Allow draw desc to draw non indexed if there's no index buffer
Remove old voxel shader
Add Vector3 indexer
Add Entity.RenderDirty to mark rendering dirty
Add IndexBufferHandle and VertexBufferHandle, experimental access to GPU buffers
Bind render meshes
Allow models to be created from meshes or VertexBuffer class
Rework next frame button to work better (previous frame is unchanged)
▋▉▊█▄▇▉█ ▆▄▍ ▊▊▅▅ ▋▇▉▆▌▍▆▅ ▅▌▍▅▅▆
Fixed OnPressed event firing at the start of a drag
Don't drown while in the sub. Don't get wet while in the sub. Don't run out of oxygen while in the sub.
Fixed dragged shots icon staying lingering
Fixed drag and drop canvas depth
Put a whole copy of Compound underwater on the test map
Introduced a graduated input system for dive/climb to feel smoother and give the player some more fine-grained control
Added next and previous frame buttons to timeline
Added confirmation step before deleting shots