239,628 Commits over 3,837 Days - 2.60cph!
More WIP. Mostly all working correctly now.
Added code support for Matt's new gib particles, can be enabled with a drop down on the gibbable component and caches the bounds of the gibs
Disabled for now
Enable r/w on engine_module_Gibs and tier1WorkBench_gibs
WIP pause between turns. Splitting the EndTurn process into EndTurn and StartNextTurn. Making code not rely on EndTurn moving on immediately.
compile fixes
implemented magnet crane into junkyard
ECS support for AffectBulletsInRadius
Fixed some ECS diamond bullets having the wrong cross distance
CodeGen formatting tweak
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▅█▋▄▉, ▉▆▋▌▉▍▄▄█ ▇▋▇ ▍▍▌▇▄▊▌▍.
Hotload: Added failing test for 2D arrays
Hotload: basic multi-dimensional array support
Hotload: failing multi-dim struct array case
Hotload: don't attempt to block copy multi-dimensional arrays
Experiment with unloading more of the higher resolution mipmaps (if there's pop in let's try increasing budget before reverting)
Enable streaming mipmaps on a bunch of newer deployables
Add texture.streamingBudgetOverride to specify your own budget for streaming textures (instead of the defaults from graphics quality)
Add a bit more stuff to texture.stats
Handle bullet forces on ragdoll
Forgot to delete ragdolls after some time
Only start the ragdoll hidden if we're the local player
Only show ragdoll once the ragdoll camera has updated at least once
Don't use SetRagdollVelocityFrom, it's unreliable, just pass in velocity from server
Add ModelEntity.CopyMaterialGroup
Remove BodyGroupMask in favor of CopyBodyGroups
Add ModelEntity.SetMaterialGroup
Texture import analyzer highlights deployables to enable streaming mips
Added simple view system with TopDownView and FirstPersonView, use ApplyForceAt when striking the white ball instead of setting velocity directly so it applies it from the cue tip
grass.maxthreads 8 default
Use gradient for current tool ui
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Add StartDisabled, Enable, Disable to base trigger
Lowered LOD distances on all bushes
Skipped LOD0 on arctic and arid grass
Skipped LOD0 on temperate and tundra grass
rocket_factory_ceiling_support_b needs to be readable (no separate collision mesh)
crane magnet cabin update
Citizen V2 MoBu definitions
studiomdl use auto growing vectors for bunch of internals (vertices, normals, faces, texcoords, etc) instead of static arrays
Citizen V2: moved debug animations
Update citizen_v2_staging.vmdl
Citizen V2 rough 9-way run + blendspace
Added EntityHandle<T>
Merge branch 'master' of sbox
Merge from foliage_optimization
Citizen skin material fixes
bumping up snow ore population density
studiomdl: More minor improvements from CS:GO's version (Model source vertex count limit increased by 8x, !!!model output limits unchanged!!!)