248,578 Commits over 3,928 Days - 2.64cph!
Reworked internal colour handling, removed an RPC and added a new ServerRPC method that takes 6 arguments
Send the colour of the new line every time rather than relying on client and server to be in sync
Fixed line prefabs missing colour setting
Better context menu support and phrases setup
Adjust card material brightness
Merge CardGames->Main again
Fix static card table variants not having the new material
Fix community cards not being lit, making them too bright in dark conditions
Merge WorkCart->Main. Bug fixes and minor improvements.
tweak red ball color to make it easier to differentiate from the orange
Merge CardGames->Main. Adds:
- Visible community cards on the table
- Chips on the table that match the actual pot
- Improved UI performance
Only show managed prediction errors if cl_showerror > 0
Show origin prediction errors from all predicted entities
Fix m_fFlags not being networked for all entities
Use Right for sidewards movements in StandardPlayerAnimator
Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects)
Merge branch 'master' of sbox
Citizen V2 merge onto V1
Citizen V2: animgraph work, AO proxy data
More puzzling animgraph shenanigans
Removed colour from skin to allow for better tinting
Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids
Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive
Fixed unwelded vert in knee
Implemented noclip in/out transition states
Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats
Working IK on the legs, animgraph updates, fixed look chains, etc.
Updated trousers to fit new Citizen rig
Updated longsleeve shirt to fit new Citizen rig
Updated Tracksuit to fit new Citizen rig
Updated Shorts to fit new Citizen rig
Updated Labcoat to fit new Citizen rig
Updated Jackets (hoodie and tuxedo) to fit new Citizen rig
Updated HeavyJacket to fit new Citizen rig
Updated Shoes to fit new Citizen rig
Merge branch 'citizenv2' of sbox into citizenv2
Fidget idle test
Updated Trainers to fit new Citizen rig
Updated Workboots to fit new Citizen rig
Updated Hardhat to fit new Citizen rig
Remove physics hull from hardhat (causing visibility issues)
Updated Wooly hat to fir new Citizen rig
Updated Beret to fit the new Citizen rig
Updated Security Helmet (with and without strap) to fit new Citizen rig
Workboots compile
Updated Tophat to fit new Citizen rig
Updated Cap to fit new Citizen rig
Updated Woolyhatbobble to fit new Citizen rig
Updated Leather cap (with and without badge) to fit new Citizen rig
Updated Uniform hat to fit new Citizen rig
Updated Service hat to fit new Citizen rig
Updated femalebun to fit new Citizen rig
Updated male hair 02 to fit new Citizen rig
Refined AO capsules + individual finger ones
Merge branch 'citizenv2' of sbox into citizenv2
Updated N/NE/E/SE/S walks
Added tint mask to citizen_skin, removed mouth material
More work on the walks
reapplied tint mask
Jump & land animations + changed bindPose to have root_ik Z=0
Fixed chest bodygroup name
Merge branch 'citizenv2'
Fixed chest bodygroup name
Don't use doubles in Vector4
Model.Create can optionally create a collision mesh
Jump & land animations + changed bindPose to have root_ik Z=0
Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning)
TTT: tune shotgun headshot damage
Changes to FireBullets mean all shotgun bullets can headshot (instead of only half). To compensate, reduce the short-range headshot multiplier from 3.1 to 2.
TTT: give shotgun very small accuracy boost
Change in bullet tracing theoretically impacts shotgun accuracy (though it was not super noticeable to me) so this is a slight boost to compensate
Better exception messages for vertex and index buffer handles
Don't require baked lighting if the user builds with no lightmaps, removes annoying warning.
Fixed ground entity not predicting on Entity
Network BaseVelocity properly
Add the operators you'd expect on Vector4
Bump CSM shadow resolution size back to 2048, perf cost was negligible to keep it that low
Remove SunLightSizeTools as it's utterly redundant, game should look consistent may you be in tools or not
Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation.
updated brick materials/ added blend variation
Merge branch 'master' of sbox
Fix SkyAtmosphere, refactor base class
Merge branch 'master' of sbox
Added playerstart tint model for editor
Added playerstart editor model that is neutral colour for tinting
Merge branch 'master' of sbox
Fix text rendering artifacts
Update ThirdPersonCamera.cs
Keep user input up to date each frame
Fix PawnController.UpdateFromController
Added FrameSimulate
Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition
Don't try to create textures on server
CamSetup has Viewer, ZNear, ZFar, Aspect
Add Entity.EyePos, Entity.EyeRot
Controllers,Cameras use EyePos, EyeRot again
Trim more unused player stuff
Stripping player eyeangles/eyepos stuff
No need to add Pawn to Client.Pv - it's added automatically