249,479 Commits over 3,959 Days - 2.63cph!
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
Warn if DrawIndexed is over the vert limit instead of quitting
Add SceneLayerType
Fixed missing SceneLayerEnums
Update NetworkAssetList.cs
Added a 3rd argument to Pre/PostDrawTranslucent/OpaqueRenderables - isRendering3DSky
Fixed Z velocity on balls
I dunno what happened here
Merge branch 'main' of sbox-pool into main
Update hole.vmat_c
updated prefab and side to be func_brush
Merge branch 'main' of sbox-pool into main
Allow post effects to be rendered into an intermediate format.
Lowering snow_ore population to 1000
Bumping arid_ore population to 1750
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Added support for material groups for the balls so each one has a proper material now
compound ai hdrpb setup.
added hdrpb compound test scene.
MoveHelper fixes
WalkController uses MoveHelper
Merge branch 'master' of sbox
Fixed parenting issues with func_movelinear, and a an issue with startSound possibly not restarting
Updated physics, positioning and traces to use new 1:1 scale
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Entity.GetModelMaterials will now return complete list of materials if used on a brush model, including the map. Maximum for models is reduced to 128 (from 256) which matches other places in the engine when it comes to models.
Fixed VertexBufferExtension.AddCube using wrong up vector axis
Add margin to presence avatars
This could also be negative to make it "stack"
Merge branch 'master' into patch-2
Merge pull request #6 from JustPlayerDE/patch-2
Add margin to presence avatars
Add 5px Padding to .popup-menu
Merge pull request #7 from JustPlayerDE/patch-3
Add 5px Padding to .popup-menu