249,466 Commits over 3,959 Days - 2.63cph!
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Hotload: Added failing test for 2D arrays
Hotload: basic multi-dimensional array support
Hotload: failing multi-dim struct array case
Hotload: don't attempt to block copy multi-dimensional arrays
Experiment with unloading more of the higher resolution mipmaps (if there's pop in let's try increasing budget before reverting)
Enable streaming mipmaps on a bunch of newer deployables
Add texture.streamingBudgetOverride to specify your own budget for streaming textures (instead of the defaults from graphics quality)
Add a bit more stuff to texture.stats
Handle bullet forces on ragdoll
Forgot to delete ragdolls after some time
Only start the ragdoll hidden if we're the local player
Only show ragdoll once the ragdoll camera has updated at least once
Don't use SetRagdollVelocityFrom, it's unreliable, just pass in velocity from server
Add ModelEntity.CopyMaterialGroup
Remove BodyGroupMask in favor of CopyBodyGroups
Add ModelEntity.SetMaterialGroup
Texture import analyzer highlights deployables to enable streaming mips
Added simple view system with TopDownView and FirstPersonView, use ApplyForceAt when striking the white ball instead of setting velocity directly so it applies it from the cue tip
grass.maxthreads 8 default
Use gradient for current tool ui
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Add StartDisabled, Enable, Disable to base trigger
Lowered LOD distances on all bushes
Skipped LOD0 on arctic and arid grass
Skipped LOD0 on temperate and tundra grass
rocket_factory_ceiling_support_b needs to be readable (no separate collision mesh)
crane magnet cabin update
Citizen V2 MoBu definitions
studiomdl use auto growing vectors for bunch of internals (vertices, normals, faces, texcoords, etc) instead of static arrays
Citizen V2: moved debug animations
Update citizen_v2_staging.vmdl
Citizen V2 rough 9-way run + blendspace
Added EntityHandle<T>
Merge branch 'master' of sbox
Merge from foliage_optimization
Citizen skin material fixes
bumping up snow ore population density
studiomdl: More minor improvements from CS:GO's version (Model source vertex count limit increased by 8x, !!!model output limits unchanged!!!)
fixed offset on xmas door garland
Better ECS bullet gizmos
Fixed ECS bullets not ignoring collisions with units correctly
studiomdl.exe: Changed mesh weights cut of from 0.05 to 0.0001 (matches CS:GO)
Trying to nail one method of cue control, this is my first pass but it needs a good tweaking
Panels derive from LibraryClass
tugboat LOD distances set back to what they were before
reverse engineering a fix that was developed years ago for puzzles loot not respawning and re-applying it while cringing to no end
Added more context to "Zero-size file or no sequences." studiomdl warning
studiomdl: Restored position epsilon for fuzzy vertex position comparisons to 0.05, from 0.01 (and a few other changes about LODs from CS:GO)
Improved placement of PlayerDetection gizmo at sat dish
attempting to fix no material on small box gibs (not sure how this one came into existence now though)
Unused libraries (as far as I can tell)
Merge branch 'master' of sbox
Add ReadSentence helper to Parser
Correct parsing on GetTokenUnderParenthesis, parse background image angle
Add BgAngle, refactor GradientGenerator, fix not being able to set rgba on gradients, add angle syntax for linear-gradient
Update gradient examples
Bind BgAngle to cssbox
Add rotation to cssbox shader
fixed incorrect walkways shadow mode