238,093 Commits over 3,837 Days - 2.59cph!
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protobuf
wip memorybank serialization
Small optimisations when adding new groups / batches
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Added Background Layer shader
Mockup of background sub-layer properties
Added Rand.Direction()
Fixed unit form data pixel "ranges"
Merge remote-tracking branch 'origin/master'
Reworked lightning generation. Larger baseline radius, more accurate directional consistsency for lights vs vfx
Fixed missing initial velocity on rainfall
Tweaks to rain impacts
Changes to level 3 lightning light flashes, (1 and 2 pending)
Added player_manager.GetPlayerClasses() and PLAYER:ClassChanged() (Community)
Added player_manager.GetPlayerClasses() and PLAYER:ClassChanged() (Community)
Lambdas not allowed either
Lambdas not allowed either
Add player_manager.GetPlayerClasses() and PLAYER:ClassChanged() (#1288)
* Add player_manager.GetTable() and PLAYER:Destroy()
Getting the table of registered player classes is a pain and PLAYER:Destroy() would be useful for removing things that aren't garbage collected, such as client-side props and projected textures. Also, method.Func looks useless, might want to remove it.
Try to appease Apple gods
Try to appease Apple gods
PlaceCliffs, FoliageGrid and small fixes
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Bind IHandleEntity, CBaseHandle
Bind CEntityInstance
Bind CGameEntity
Added rain weather type to WeatherPreset
Added tool to run material setup in edit mode.
Enabled aurora borealis at night in the arctic biome
Fixed WeatherEffect update not properly starting after the loading screen
Server versions of weather.load, weather.reset and weather.report
Small typo, shouldn't affect anything
This was supposed to be commited
Added Sandbox.ClientInput
Don't mouse look if visible UI that wants mouse
Bootstrap::Init later so we catch all the convars from client/server
Particle grid emission rate also takes camera velocity into account
Testing high collision quality on rain and snow
Better camera velocity offset in particle grid
event fixes, start/stop design events, fixed test entity not being attackable.
Fuck all this vgui input shit
Call gameui_activate if escape pressed in game
If we're turning layer input off, also call Blur() to keyboard focus
Main menu call gameui_hide oncancel if in game
Fixed climate system not initializing on the server (causing several NREs)
Fixed effect systems updating during the loading screen
intro boss nightmare pixels, easy/hard stage descriptions
mech nightmare pixels
fuse boss nightmare pixels
trench nightmare pixels
onion nightmare pixels
hunter nightmare pixels
nightmare invasion campaign setup
tentacle nightmare pixels
orb nightmare pixels
Shader compile optimizations
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