243,423 Commits over 3,898 Days - 2.60cph!
Increase default value of budget_panel_height to 800
Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry
Update trace commands mask, to hit more entities
Autorefresh: just watch everything in the gamemodes/ folder
Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder.
Lets have a few more useful errors here
Re-style contest page
Try to detect bots, and pre-render
Show the contest button for 7 days after contest
Add contest badge on package page
Fixed issue preventing harbor 2 from being considered as a docking point
added plaster_kid_a1 material
added textured_ceiling_a material
new shirt and bodygroups sorted on npc vmdl
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Bump .exe version
Books phonebook diary and journal
Initial physics doors
Natural swinging for doors
Clean up, E to push open
3 door states - open, opening, closed
Closed: won't budge
Opening: automatically opens to 33% of max angle over time
Open: fully movable by player
Take starting rotation into account
Adjustable weight, peek fraction
Modified shader to be more explicit about render paths
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Prevent cargo from trying to leave the map mid dock. Now waits until docking has finished before leaving.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
Fixed bug causing cargo to freeze when swapping between standard points and approach points.
Bowpoint used for steering throughout
player update. setting up p17 weapon
player update. metal detector entity item held position edited and override controller updated with latest idle pose
Disabled snapping when in a building blocked zone
Don't check require component while deserializing, wait until post deserialize
Update art_showcase.scene
Fix clothing being equipped when hover looting into backpack & backpack is full
Update flag_oakwood_color.png
More boilerplate for nodes / graph
Debug view for scene ref nodes
Added more speed tree test data
adding speedtree test assets
Start blocking out state machine resource + editor window
Further work on speed tree
Fix hover loot not working from backpack -> vending machine
Cargo ship side doors / Fixed intersecting geometry / Moved some interior props to compensate for geometry changes / set the door slightly deeper to prevent intersecting with the frame
Fix backpack UI staying active on screen after backpack is closed
Deleted Minigun World Model Texture PSD Files
Imported Minigun World Model Texture Targa Files
Re-Setup Minigun World Model Material
Warn Nvidia driver 551.23 for known issues
Stop compiling rendersystemdx11, remove -dx11 switch
Clean up IRenderHardwareConfig no need for all this DX8/360 crap, remove dxsupport.cfg override
vfxcompile: stop compiling dxbc, remove vfx_dx11
Remove "Compile Optimized Shaders", spirv-opt always runs
Set bindpose transforms before applying physics bones
ModelBoneTransformProxy.SetWorldTransform needs to set the bone transform local to the renderer transform, fixes bones blowing up when moving them in editor