191,468 Commits over 3,228 Days - 2.47cph!
Citizen: a batch of technical updates
- Updated all skinning to fix just about everything that had come to bother me in the past 12 months of posing & animating this character model
- Fixed a very small seam between the head and the torso caused by... honestly, some really hellish crap
- Fixed some vertices on the head having incorrectly shaded normals, especially when morphs are active
- Improved ragdoll settings
- Other various misc. fixes
Fixed entity think functions not running
Added AnimatedEntity.AnimateOnServer
Added AnimatedMapEntity as replacement for prop_dynamic
Minor cleanups
Delete prop_dynamic
Added a bunch of new inputs to prop_animated
Fix template parsing warnings
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Fix broken implicit autosizing for non-absolute elementsin prefabs
Add buttons to slider you can use to scroll with
Style tweaks, improve trailpass scroll when its full
Increase horizontal scroll speed
New Outfit Piece - Beanie! + Black Jeans and Hoodie
New stylish black beanie plus some reskins of the jeans and hoodie. LODs for the beanie to come ASAP.
https://files.facepunch.com/daniel/1b1611b1/beanie_present.png
Allow creating common depth formats
Add RenderTarget
Refined the lighthouse and added rust using vertex painting
dog animator & anim updates
Simple frame-based animations
simulation simplification
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Nuclear silo source backup
Do a call to BindRenderTargets before rendering debug overlays, for some reason it complains sometimes that we haven't called it
Nuclear missile silo chute progress
Added new textures
Added meshes and prefabs
Organised the scene
Added option to set Volume and Pitch on snd_event_point
Fixed sprites showing as a white box for a frame or two on spawn
Removed all compiled assets again
Updated .gitignore
Added keybind for "Replace Objects With Instances"
Ctrl+Alt+H
sbox-issues/issues/2247
Added large tileset track
attempt to fix flickering tarp on zipline platforms
- i suspect it's the same compression issue we had on the locomotive.
- set fbx compression to low to check if it's the same issue
it forgot the emission and ao texture
Caboose Update:
- added neon Cashier sign above cage + LODs
- combined caboose and cashier neon lods
- included texture into the caboose neon and bulb texture set
- updated prefab and caboose prefab
Initial experiments
Put HUD and GameUI rendering in hooks
Switch to managed render hooks
Change some Assert.NotNull to Assert.IsValid
Switch post process to work in new system
Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again
Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time)
Added Render Events for BeforePostProcess and AfterPostProcess
Support LOD/Bodygroups in RenderSceneObject
managedrenderpipeline.h doesn't exist anymore
Add render hooks for rendering just before viewmodel, just after viewmodel
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed
Remove RenderTargetDesc
Allow SetRenderTarget to set depth too
Allow SetRenderTarget to set depth too
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed
Remove RenderTargetDesc
Add render hooks for rendering just before viewmodel, just after viewmodel
managedrenderpipeline.h doesn't exist anymore
Drop -o from the vfxcompile, we optimize by default so this is redundant
Strip a bunch of useless stuff from depth_only for now, introduce clip planes to depth_only
Fix optimized shaders not actually compiling as optimized
Merge Caboose -> Blackjack
Extended locker interaction colliders on the camper to provide access from the outside when in destroyed state
Moved the 45-degree offset angle check into the vehicle engine module specifically. Fixes it affecting the modules on the camper.
Removed the ItemContainer parameter from GetIdealSlot because it's always the storage container's own ItemContainer anyway, and wouldn't really make sense to pass anything else
Minor edit to modular_car_V8_engine_storage removing unnecessary overrides.
Fixed EngineStorage GetValidSlot looking at the container the item is in now, instead of the target container. Fixes right-click or hover loot transfers into modular car engines often not working.
Fix broken padding behavior
Add a scene to test all layout combos with padding
More editor mode improvements