239,418 Commits over 3,837 Days - 2.60cph!
Fix for hitboxes failing on certain types of hit.
Tweaked the materials of temperate trees and bushes
Brightened them up slightly to make them look closer to grass at noon
Fixed stylesheet parser thinking the // in http:// was a comment
Texture.Load supports https://
Update baseaccess.txt
Game list API test
Panel.OnDeleted
DevUI Remove Logger on delete
Create art_test.vmap
Map testing art assets
Merge branch 'master' of sbox
Restore testmap (was a broken LFS pointer)
fix materials world size
Rename IMenuSystem to IMenuAddon
Cached files from server go to downloads/.sv/
Create RootFileSystem class, clean up EngineFileSystem init
Github addon downloader
RunAnalyzersDuringBuild = false
Merge branch 'master' of sbox
Art Test Map 2
Map 2 testing art assets
Merge branch 'master' of sbox
Refactor addon loading so it's not dependant on folder name (cc @layla you need to add name to your .addon)
Warn if trying to add addon without an .addon
Merge branch 'master' of sbox
Fixed sub-filesystem dispose parent on dispose
Dispose transient addons on game shutdown
Rename AddonManager to ServerAddons (clearer)
Mount downloaded addon when creating gamemode
Move IMenuAddon into engine (so it can be accessed everywhere)
Loading screen refactor
lighting test / asset cleanup
Merge branch 'master' of sbox
Integrate cs_mdl_import into modeldoc_utils so it can be used by both modeldoc and cmd line
Add Invert option to RenderPrimitiveBox
Add ModelDoc RenderPrimitivePlane
Update groups.vgc
Iterating on borders, change how borders are calculated to something simpler and better
Finish the equation for cssbox borders that works universally
Fix border alpha
Remove a few pointless border tests
Add another UI border test. Fix border-top-left-radius and border-bottom-right-radius wrong way around
Add UI test for scene renders
Fix border offsetting
More useful LoopModeLevelLoad hooks
Bind GetConvarValue for engine
Move addon provision, gameinfo to sandbox.engine
Look for gamemode info from the LastApiResponse
Merge branch 'master' of sbox
Added Art Test Map (Doors)
Map for art testing
Merge branch 'master' of sbox
Close the loading screen at the right point
Update art_test.vmap
Some clean up
Fixed AddViewsToSceneSystem returning SCENE_VIEW_RENDER_TRGET_INVALID for the last few frames of loading, causing hall of mirrors (I don't think any AddViewsToSceneSystem should be returning invalid but if they do we just skip over them)
Tweak loading screen transition out now it's smooth
Merge branch 'master' of sbox
Cleaned up AutoSkipUpgrader
Merge remote-tracking branch 'origin/master' into hotload-autoskip
Tweaked temperate grass materials and textures
Darkened grass color slightly to prevent it from getting too bright at noon
Lowered shadow bias to get rid of harsh shadows at noon, while keeping shadows at other times of day intact
Brightened temperate forest grass
Updated AO settings. Lowered thickness and increased radius of distance AO to better interact with the new foliage
delete commented code section
Updated CraggyIsland "Alistairs Rock" with a custom collision mesh that has mesh metrics of 1 (test to see if that fixes the collision issues)
Close the loading screen at the right point
Fixed AddViewsToSceneSystem returning SCENE_VIEW_RENDER_TRGET_INVALID for the last few frames of loading, causing hall of mirrors (I don't think any AddViewsToSceneSystem should be returning invalid but if they do we just skip over them)
Tweak loading screen transition out now it's smooth
Merge branch 'master' of sbox
Update art_test.vmap
Some clean up
Tweaked Easter event timings
Added Art Test Map (Doors)
Map for art testing
Merge branch 'master' of sbox
More useful LoopModeLevelLoad hooks
Bind GetConvarValue for engine
Move addon provision, gameinfo to sandbox.engine
Look for gamemode info from the LastApiResponse
Merge branch 'master' of sbox
Procedural and community maps are now allowed to use 4k heightmaps
TerrainHeightMap.GetHeight01 is more accurate on meshes that were added to the height map via AddToHeightMap (but unfortunately slightly less accurate for the actual terrain mesh)
Fixed chainlink fences at sewer branch and sat dish overriding prefab LOD distances for lower values
Fixed issues with timber mine entrance in MT
Egg_e prefab setup - missing animation
re-exported cliffs after a complete scene/objects geometry+transforms reset
Add UI test for scene renders
Add another UI border test. Fix border-top-left-radius and border-bottom-right-radius wrong way around
Add pointer events to chat entry
Add new chatbox so I can make it work how I want
nightmare trench balance, etc
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Added the ability to filter by country flag to the Server Browser
more invasion patterns shot from top part
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
nightmare curses not destroyed by boss implosion
some shoot sfx
reduced boss twist strength
Refactor MonumentInfo and DungeonInfo to derive from a new LandmarkInfo class
LandmarkInfo is now the source for monument/train tunnel map markers
Hopefully improved the performance of the "first click" on the "Start New Game" menu.
Better mouse cursor selecting
First draft of AutoSkipUpgrader
Enable AutoSkipUpgrader in HotloadManager
Iterating on borders, change how borders are calculated to something simpler and better
Finish the equation for cssbox borders that works universally
Fix border alpha
Remove a few pointless border tests
merge from card games (light fixtures & related files)
Bandit town gambling lighting update + s2p
Gambling light cord mesh is standalone, for variable length scaling.
Gambling light prefab setup, effects & color variant.
Merge CardGames -> Main. Includes the new dismount on server load system.
For the dismounting on load, work around the issue of seats not being saved and therefore ending up with different UIDs on load