248,640 Commits over 3,928 Days - 2.64cph!
Update Barrels_Crate_color.png
Made texture fit in better
Define PXC_TEXTURE_EXPALPHA
Big SetFrame optimisation that considers animated vs static pixels
Pxc animation texture generation
New way to render animated Pxcs greatly avoiding texture updates
Merge branch 'setframe-opt' into pxc-rendering
Use Color32 for pixel chunks
Working on PixelParticles optimization
Fixed possible ArgumentOutOfRangeException in EmitPixelParticles
Removed support for UnitFormData transformations
Different tool modes, frustum selection, selection boxes
When the mouse isn't visible, CursorAim should be straight down the camera
Make pressing Space in noclip work like it does in GMod
Autodoc for some UserInput properties
Fixed minor regression with door entities
Added CCTV overlay, bug fixes
Added b_sit input to the animgraph
Fixed possible ArgumentOutOfRangeException in EmitPixelParticles
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Properly set speed based on unit data, fixed a stupid error (my bad) with pathfinding
Stairwell bottom 360 degree prefabs
Use Color32 for pixel chunks
Working on PixelParticles optimization
Import NavPath and NavSteer to Gamelib, added a Unit Circle, improved selection handling, refactored ISelectable, added ItemEntity generic and added UnitEntity
merge from animal aggro changes, improved cooldown state design and increased range at which attacked animals flee instead of charging.
Merge from render_scale/color_grading
Color grading now interpolates a lot better.
Tag all buttons with the button class
Don't block properties named "on"
ConvarToggleButton has on, off and convar properties
Added BanditGuard human class and switched bandit guard from scientist class to it, so that they don't play scientist sounds.
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Added a doorway condition piece for tubes between modules
Added dungeon and environment / water volumes to the modules
Basic UVs for scale
BaseNavigator.SetDestination respects nav_disable
Fix classes with generic arguments breaking codegen
Added aggression timer event, cooldown state, animal design update to include cooldown state and chase less.
Invert inventory scrolling
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Adding greybox models and prefabs for underwater labs procedural modules and conditionals
Pre-placed sockets for condtional meshes and links between modules
Fix sometimes empty solution name from a VS instance causing crash
Delete COMIntegration.exe
Stop engine writing steam_appid.txt
Wander mode
Frustum select tests
Add Entity.WorldSpaceBounds
Add Frustum.IsInside
IsInside bbox tests take a partial bool
Merge branch 'master' of sbox
Exposed TGA and EXR image type options
Add Model.MeshCount
Rename Model.NumBodyParts to BodyPartCount for consistency
Image sequence export now respects resolution setting