249,457 Commits over 3,959 Days - 2.63cph!
b_vr sets arms to follow modelspace IK targets
Updated Airstrike to use correct particle
Animgraph updates (disabling soft weaponless body look chain when ducking, added b_vr override)
Spawn props with collision bounds mins offset, FindClosestPoint can be unreliable
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CBaseFileSystem::FileExists returns false for empty strings
Fixes "Overridden by Leafier Mod" incorrectly appearing in Material Editor
Update some compiled assets
Set VrFidelityConfigName to core instead of hlvr
Add wip CLightCookieManager, deprecate old light cookie methods
Bind Set/GetLightCookie
Add LightCookie property to spotlightentity
Cleanup
Iterating over lightcookies
Merge lightcookie stuff
Rewrite fog TAA to not be muddy anymore, fix ugly banding on volumetrics, reenable fog TAA
Lightcookie atlas on a compute shader
Merge branch 'master' of sbox
Fix dynamic shader reloading not working with engine shaders
Clean up a lot of the lightcookie API, get it to render
Lightcookie slice garbage collection
New LightCookie api on lightdesc
Stuff that used that old Lightcookie contract
Merge branch 'master' of sbox
Queue and set light cookie only when texture is loaded
Simplify and fix a lot of things on cookie system, set cookie when cookie value changes rather than on light creation, add persistant cookies
Initialize blank slice on the CPU side
Auto update cookies assigned to a rendertarget
Merge pull request #21 from Facepunch/lightcookies2
Lightcookies
Module prefab for module_900x900_2way_moonpool
socketData, master module prefab with lighting nested prefab for its size
dwellers setup
Have units align to surfaces properly and average out normals if the unit is particularly large (such as a vehicle)
Merge branch 'master' of sbox-rts
Cherrypicking
64059 from main - Release RC
Fix shadow list not being updated if we only update the number of shadows
Add rebuild time limit when we change only the text shadow too
Fix incorrect DECLARE_BINDABLE on CAnimGraphEditorApp
Cache text bitmap for text shadows, don't rebuild all text if we are only updating shadows
Stop fish brain thoughts spamming the console with "point" and a number
material improvements, stamped text on base
primaryFireInput gets cleared fully when there's no driver.
Fixed submarines continuing to fire stored torpedoes if player dismounts with fire button held down
Don't do alpha gamma correction on text shadow, fixes banding
Add rect Floor/Round/Ceiling operators
Temp resnap text subpixel position
Trigger D_SCISSOR combo when scissoring is to be done
Software scissoring
Refactor UI shaders to use shared code
Do sRGB correction for text alpha
Allow znear and zfar to be changed on Render.DrawScene and UI.Scene
Fix for blocked loot on bunkbeds, collider was set to convex
Added combatlog_outgoing convar, identical to combatlog convar but only shows outgoing damage of a player
Merge from main/underwater_lab_45_degree_corner_fix
Fixed console not properly scrolling through all of it's lines (used to only get to about 250 lines even though 500 was kept in the buffer, you can now see the entire buffer)
Fixed incorrect log message if there's a junkpile buoyancy error
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Increased submarine max throttle speed a little
Increase submarine max dive/climb speed a bit. Some labs are deep
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Match submarine decay times to rowboat times, reducing them a little. With the 45 minute grace period, and the infinite life when indoors in shallow water, there's no reason they shouldn't match.
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Added global.usersinrange admin convar (identical to sleepingusersinrange but for non-sleepers)
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Let duo sub keep running the engine if a player switches from driver to passenger seat. Only cut the engine if everyone dismounts.
Fixed duo sub interior lights issue. Sonar no longer active when engine is off.
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Fixed visual clipping in solo sub on very widescreen monitors when moving the view around
Hide all submarine interior renderers if the local player isn't inside (performance)
Merge Torpedo_Hole -> SubmarineSeptember