243,648 Commits over 3,898 Days - 2.60cph!
Leaderboard backup, run #
11706
Bone gizmos https://files.facepunch.com/layla/1b1211b1/sbox-dev_JyFl9Jtw4A.mp4
Leaderboard backup, run #
11682
Added more TreeLOD tests for bushes
Spawn objects facing random directions
Seekers
Merge from hackweek_combat_playground -> aux2
Add convars to scale throw distance of grenades (so right click can be a short toss instead of droping a live grenade at your feet)
Merge from hackweek_combat_playground -> aux2
Try disabling ambient volumes (the thing that makes it dark inside buildings) to increase visibility
Merge from hackweek_combat_playground -> aux2
Add `barricades_in_monuments` convar to allow barricades to be placed anywhere in monuments
Add `barricades_decay_override` convar to set forced decay time of barricades
Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value
Invalidate light cache when a light moves
AStar, add cycles during maze gen
Add LookAt component, pointing at the bouncing target
Fine tune ruleset, add more gems
Hook up bouncing target button too
Fixed other buttons being broke
Use actiongraph to add a couple of buttons that control the target's distance
Hooked up first moving target
Cliff progress
Greyboxed coastal cliffs
Prototyped a walkable sloped path that will allow steep cliffs to be climbed
More work on the hill cliffs
Greyboxed coastal rocks and did first placement pass
Deleted obsolote files
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Treasure, stacking, rework exiting
Add shooting range target mat
Merge from hackweek_combat_playground -> aux2
Overheating now causes food and hunger penalty instead of health loss
Clean up, move everything into OpenXR class
Default to sending replicated convar to server instead of telling me I can't run it clientside
Add replicated convars to scale player movement speed clientside
- movement_speed
- sprint_speed
- jump_height
- fall_damage_threshold
Remaining spawnicons for HL2 props shipped with the game
HL2:Episode 1 spawnicons
FIxed Spawnicon Editor move speed not loading on open
EP2 Spawnicons
Updated spawnlists to include All HL2 base props shipped with the game
This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
Ensure scientists won't be targetted by heli
Rigidbody and speed information now applied to wheels on the clientside
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Allow grenades & explosives to be modded
Workout bones and attachments on first set model
Fixed vendor not restarting properly after stopping
FP.ArrayPool fixes to not return too small buffers
Optimize ReadFromStream(Stream, int) to not allocate because the length is known
Sidebar menu and links are now components
Game over, can respawn in the lobby
New players spawn as ghosts (except in lobby)
Some DOF shader optims - Work in progress
Some DOF optimisations including eliminating trig from pixel loop.
This is Work in Progress, could do more optims here.