239,310 Commits over 3,837 Days - 2.60cph!
Initial sled setup and material swapping boilerplate
New handling for collisions between kinematic trains
Pxc_Animation.SetFrame() optimization
DenseIntDict<T> enumerator
Fixed some readonly ProfilerCategories
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Add stub ReadEVfxFile
Iterate on postprocess base
Pass color buffer RT to post processing layer
Use FindOrCreateMaterialFromResource instead of the JIT method for post processing base
Remove debug PP creation from postprocessmanager
Merge branch 'master' of sbox
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TTT: fixed Magneto Stick ragdoll pinning hint never showing for innocents (#1753)
When ttt_ragdoll_pinning_innocents is enabled, the hint should be displayed for all players rather than only traitors.
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Experimenting with converting terrain to use a tessellation shader instead of parallax.
Fixed motion vectors on attack prefab
CoreCLR startup, add the platform runtimes folder to the search path
Include System.Drawing.Common
Merge branch 'master' of sbox
Added extra info to "Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer" error
Fixed IMesh.BuildFromTriangles always counting one too many vertices
Fixed a crash issue with Global.Mesh when given a material with vertex format 0, now prints a warning and assumes no material set
Fixed stack traces missing in protected calls
Allow subrect texture updates
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Started playing around with converting quad / diamond rendering to ECS
Initial support for updating texture data
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Remove the "PID" text from window title with -multirun so the PID number fits in the task bar
Added slots7-0 to Options menu
GetBestTarget interface/implementation.
Events can now allow execution to continue past them if they trigger but have no output state container linked.
Added BestTargetDetected and IsVisible events.
Fixed rendering everything in translicent pass
Disabled the rest of the ApplyScaleAndMirror stuff that is making modeldoc all wrong
Fixed GetAttachment returning uninitialized bullshit when attachment not found
Added Drop, View, Menu to InputButton
SceneObject DisableRendering if EF_NODRAW
Fixed animgraph crash when setting model to null and back
r_drawviewmodel works
More viewmodel work, still hate it
Fixed error on reading #includes in new Newtonsoft.Json version
Added BaseWeapon
Merge branch 'master' of sbox
Serialize initial state and correctly show it when opening designer.
Fixed pookie bear raid towers
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Strip some bullshit from image format enum
Ensure texture config has at least 1 mip level
Fixed pookie bear ground watch
Pookie bear can now be placed on deployables
Clean up texture api from feedback
Texture.Make2D() should be Texture.Create( width, height, format optional default to rgba8 )
The .AsRGB8() stuff should be .WithFormat( formatenum )
The .Mips should be WithMips()
.Create has a lot of info on it that should probably be on the builder, like .WithData(), .WithName()
Workcart Mesh update
separated out the glass for damage pass
updated prefab
Update sandbox.client.win64.vdf
Do stackalloc in DrawQuad
These dlls and pdb's are in sbox_game - so don't include in repo
add cl_predicty toggle
Added an allowed binds to NeedsKeyboard component to selectively allow a specific bind to still be polled
Push to talk setting should now be respected when using a telephone
Initial setup for train better collision handling
Refactored train collisions trigger, working on improving train collision physics forces
hard fuse new attacks
hard trench attacks
hard onion new attacks
hard hunter new attacks
hard claw new attacks
hard frame new attacks
hard laser new attacks
hard storm new attacks
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Merge branch 'bullet-perf'
hard invasion extra attacks
tutorial tweaks
reworked octopus turrets
!redux
build fix !redux
Merge branch 'master' of SpaceUsurperUnity
!redux
!redux
octopus balancing
added spread to double gun
broadside powerup tweaks
new broadside icon
more octopus balance
Changed default test replay
Added ECS packages, upgraded asset pipeline version