239,386 Commits over 3,837 Days - 2.60cph!
Hammer: Moved the "use count" in texture browser above the texture name and fixed the opaque/self-illum/transparency icons to display properly
Hammer: Made the "Entity Report" window a bit wider and stretched the bottom controls to the right edge
Train barricades now allow specifying a minimum velocity that'll destroy the barricade. Below that, they'll just stop the train. Revert my TriggerBase change from earlier.
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
Pipe DoF stuff to pipeline through Renderingworld
Trim a bunch of HLVR rendering code
DevCam autofocus and bind DoF to C#
Post process with DoF
Merge branch 'master' of sbox
Merge Workcart -> Experimental
Update work cart parenting volume coverage
Train tunnel corridors and stairwells final models /LODs/Colliders/Prefabs
S2P tunnel entrance scene
Update API
Don't try to reload if we're full
Add dm_yard
default gamemode to sandbox
Debug list active games
Train track barricade mesh / collider and gibs
Many improvements to the steamworks library:
* More safeguards against invalid Lua states
* Throw type errors when a callback is not given
* steamworks.DownloadUGC now has an internal queue and displays download progress just like workshop subscriptions would (this also includes dupes now)
Translate steam error code 10
Fixed more compile warnings
▅▊▅▊██▉▇▍ ▅▉▄▊█▆▇█ ▊▄▍▄▆▊▉▉▉▊ ▄▊▌▋▆ ▄█▌▇ ▊▉▉▍▆ ▇▆▍ █▌▌, ▊▋ ▊▌▇▆ ▇▊▌▍ ▉▄▍ ▋▉▊▅▇▇ ▄▆▊▍
Removed unnecessary arguments in C++ => Lua workshop download callbacks in menu state
Fixed a potential issue with Workshop Subs not properly marking files as downloaded
Fixed DTree_Node.MakeFolder producing errors in certain case due to recent changes
SteamAPI Errors on non first page of Dupes/Saves/Addons/Demos will not hide the pagination
Handle replicated vars a little bit differently if not in game
Game Screen work
Merge branch 'master' of sbox
fixed tunnel colliders not having read/write set
updated tunneldweller weapons
fixed issue with NPCs using semi automatic weapons sometimes double-firing
NPCs set their obstacle avoidance priority based on velocity (slower moving NPCs now get out of the way of fast ones)
Stop horse from marking transform changed every frame on server. No longer necessary to use this to improve client interpolation as it's handled in BaseEntity.Server now.
updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
merge from attack range multiplier changes
Fixed undo.AddFunction changes being undone by previous commit
merge from flame_turret_opt
Fixed another issue with BulletsInRadiusEnumerable
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SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
Depth of Field
Refactor postprocess shader
Fix offsets being wrong when reading depth on a viewport
Attack range multiplier (and related attack events) test changes.
junkpile_a cover point tweaks
merge from misc_fixes_feb21
Fixed fridge excessively large prevent building volume
fixed XL neon signs blocking windows
TakeCover state triggers StateError event if no valid cover point found
Holding RF Transmitter no longer flags the player as hostile
Allow small box placement under mixing table
Fixed wind generator volume prevent building and deploy volume mismatches causing confusing behavior