243,079 Commits over 3,898 Days - 2.60cph!
Implement more accurate preferred size for flex columns when using a fixed column count
enum support for VFX HLSL
We dropped DX11 support so we can support it without a worry
microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017
r_gpu_shadow_culling cvar, parallelize static light visibility tests
Leaderboard backup, run #
11044
Leaderboard backup, run #
11041
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merge from cargo_junkpile_fix
merge from cargo_restart_bug
merge from fix_stash_reveal_inconsistant
Leaderboard backup, run #
11020
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Fix having to run 3m away from stash and return to reveal the stash
increase wall height, curved pieces
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Mid and low coastal cliff variants
Progress on coastal ocean rock prefabs
vm anim export update + some anim events
more blockin pieces and reorganization
Tattoo and Makeup Variations
Makeup has colour selector options available. + small fixes to hair cap material files.
added effects to effects folder (taken from SAR for now)
player update. exported/set up mp5 anim set
Red & Green Industrial Light source item
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
Added `ENT.PhysicsSounds` for `anim` type SENTs
If set to true, re-enables physics impact sounds for the entity
Spawnmenu one click addon spawnlist generator
https://files.facepunch.com/rubat/1b1211b1/CPZbdPPd9F.png
Fixed IMaterial:GetKeyValues sometimes returning nothing on srcds
Material() now precaches the material, but only if it is not already precached.
Ship shader DLLs with srcds
Apparently they are necessary for materials to load correctly on dedicated servers
Fixed a crash to do with static props when they change models
I.e. when a static prop goes from error.mdl to a more complex one.
Update stereo-related camera properties explicitly, rather than bundling in with UpdateSceneCamera
Editor scene camera ignores VR settings, only blit for stereo cameras - prevents weird ghostly stereo blit
Fixed Memory Cell side inputs triggerable by 0 power circuits
fully greyboxed radhouse large and radtown shed
first pass terrain sculpting and splat painting
added some trees to measure effect
merge from wr_dead_area_fix
merge from io_entity_snapping/fixes/2
Basic delegate invocation benchmarks
merge from tc_reskin_shotguntrap
merge from military_flamethrower_worldmodel_scale_fix
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merge from fix_photo_in_backpack
merge from fix_industrial_prioritize_empty_slot
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
Scene reference debug view (Facepunch/sbox-issues#5161)
Don't stop shadow animations/transitions when building final style
sbox-issues/issues/5122, sbox-issues/issues/4679
Clean up UI lerp functions