248,561 Commits over 3,928 Days - 2.64cph!
Fix assert on submitting depth resolve by passing correct info
Refactor how cascade textures are calculated to make it easier to later expand with extra cascade passes
Fix bug where CViewSetup was being unable to be resized properly
Delete a bunch of HLVR rendering code we don't use
merge from keylock_lock_on_deploy
Try to make default spawnlists not marked as userconfig
Moved spawnicon queue behind a convar (spawnicon_queue), defaults to 0, made it target 10fps not 30 when enabled + minor under the hood changes
Prevent crashes when dying NPCs create ragdolls and apply infinite force to them
renamed sodapoppin facemask to kitten facemask
Ingame console thread safety
Added Trace.UseHitboxes()
Auto lock keylocks on deploy
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Moving WalkController to base, cleaning up
Commented out SkeletonInstance assert that triggers on player leave
NPCs can now automatically open brush doors, unless the door specifically disables thiis
Added a suicide option to the escape menu. Only appears when connected to a server.
Monument AI conversion tool now converts scientist spawners, sets any waypoint path links.
BaseFollowPath state now triggers the error event when there's no path.
NPCSpawner now sets any path data.
Added ScientistNPCSpawner, extends NPCSpawner.
Update physgun_freeze.vpcf_c
Freeze effect
Merge branch 'master' of sbox
Physgun freeze
Only transfer yaw to grabbed object. Disable angular spring when not rotating to make grabbed object more stable. Decreased rotation speed.
Adding genericsmall loot container
Updated all needlessly oversized crate panels
Fix for mipmap streaming override not working sometimes. Re enabled viewbob etc.
Added IsValid checks for PhysicsBody, PhysicsJoint
Don't pass Mousewheel down to player when grabbing with physgun
Added AIInformationZone.GetNearestPath to find the AIMovePointPath with the nearest waypoint to the specified position.
BaseFollowPathState will now automatically start following the nearest path if a specific one isn't specified.
Refactored facing direction override support down from NPCPlayerNavigator to BaseNavigator.
BaseFollowPathState now sets navigator direction for look at points.
Changed candy materials to use standard shader so that we have no materials using forward opaque path
Added support for path reversing to AIMovePointPath and BaseFollowPath state.
Added support for waypoint look-at points to BaseFollowPath.
Added ModelEntity.RenderAlpha
Gib fade
Merge branch 'master' of sbox
Allow deployable placement inside watch tower
Modified a few shaders so that all pass types are in the same order for all shader lods.
Support transparent / grabpasses correctly, correctly calculating spherical harmonics in world space.
Fix the math for physgun rotating
Trace result returns hitbox index
DamageInfo carries HitBox and HitBody
Prop applies force, gibs
Merge branch 'master' of sbox
merge from satchel_skin_split
Added ModelEntity.OnNewModel( model )
Added Prop entity, gets health from model's prop_data when model changes
Desert mini monuments pass
Removed Procmap road materials albedo tint (broke monument roads matching)
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