248,600 Commits over 3,928 Days - 2.64cph!
Fixed broken specular on dead pines at low shader level
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force update?
Merge branch 'main' of sbox-pool into main
Use correct orientations for the pool cue
adding cue +x orientation
mergedcamera zoomindelay = null
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
fix trap bg bullet begin affected
Lets make the grass material use the blend shader
Gibs and collision
prefab update
Moving some shaders to dev shaders, removing others that we certainly won't use
Update all_shaders.txt
Blend shader compiled
Mark our UI shaders as dev
Fixed Global.IsListenServer not being truly accurate before full signon
Disable no property debug warning
Print file download mbps in console
Fixed scrappile LOD1 missing backfaces
Staggered LOD distances on the gas station buildings to avoid pop
Gas station S2P
Whitelist System.Private.CoreLib/System.ValueTuple
updated pool table element model/texture/materials/prebab
Merge branch 'main' of sbox-pool into main
Fixed not being able to change the colour of a line more than once in a session
Need to look away from an IO entity to open context menu
Added TreeEntity.SpawnAllTrees convar for testing (editor only)
Physically prevent Roadsign1, Roadsign2 etc from being added directly to scenes, and show a warning in the logs about what's happening (I tried to show a EditorUtility.DisplayDialog but had some issues). Spawnable now supports forced prevention if desired for anything else using it.
Updated the default arc generation for tree markers.
Now updates the arc height based on the DecorScale (since some trees are now being scaled dramatically and squishing all the tree markers to the bottom of the tree).
Added some editor buttons for assigning default arcs and updating marker data (also supports multi select).
Updated tree entity gizmos to show a box showing the players relative size to the tree after decor scale will be applied at runtime. This helps with quickly spotting trees that will have issues when scaled.
Regenerated tree marker data for all trees.
Update road signs to the correct type in Junkyard, Satellite_Dish, Military_Tunnel_1, MaterialTests.
Fixed sewer roadsign types
Fix negative roadsign scaling in sewer
Glow correction for intro background
Solar panel update
Reworked solar panel slightly.
reworked solar panel cells texture.
updated prefab and material.
Fixed absolute path on pool_ball_15
A couple of fixes and moved the positioning of the cue server-side for now until some prediction issues are resolved
Background merging fixes
Updated noise01_256.png to a tiling one
Added the shot power line and dotted power circle effect using RenderEntity
cherrypick the vehicle camera eyeangle fix
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Citizen V2: noclip idle animation
adding proper ball model to fix weird render issue/ tweak balls textures
Merge branch 'main' of sbox-pool into main
update materials
A few surface property tweaks
Reduce maximum force of the white ball by shot power and use 10 physics substeps to prevent balls moving through eachother
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Hide/Remove Render.Color
Create physicsgamesystem.def
Add Global.PhysicsTimscale, Global.PhysicsSubSteps
Rebaked LODs on rock_formation_medium_b / original mesh was too off
Slightly tweaked some LOD4s