250,736 Commits over 3,959 Days - 2.64cph!
Remove all references to lightcookiemanager, add Texture2D GetLightCookieTexture() to lightbinner
Fix wireframe toolbar button not setting checked state
Remove all references to lightcookiemanager, add Texture2D GetLightCookieTexture() to lightbinner
Fixed FSD-overrun-toy physics mesh & Reduced its size
Limit certain old addon whitelist entries to old addons only
Added "resource/overviews/*.txt" to BSP whitelist
Added sv_npc_full_pvs_checks (Default to 1)
Change "Filter" label on console to better represent what it does
Make sure CL Lua entities are initialized before processing net messages
Post merge and fixed some speedtree import issues with LODs and wind
player update. edited 3p revolver animations naming
Remove ilightcookieutils, cookieslice, etc
handcuffs wm vm and material
Terrain: use bindless textures
Terrain: use roughness from normal alpha
Expression graphs can have signals
Means they can use variables, and control flow like conditions and loops
Updated tiger textures and materials
Remove now unused m_bNeedsRender
placeholder model and icon
Update shaders
Sort envmaps by priority
Removed unneeded print outs
player update. exported and set up 3p m249 weapon anim set
Basic test for async in expression graphs
Fix music player spectrum returning 512 samples when only 256 is being used
Baseline, added new prefabs and placeholder assets
Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority
code cleanup, improve comments
Stop sounds on sound asset reload
Failing test for expression graph using async
Use a dummy Signal type for all signal parameters
subtracting
96655 - reduced SAR aimcone and tightened up fire animation
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Set the chat input field character limit to 128, as we truncate messages to this length before sending them
Layout change missed moving these two files
Fixed long chat messages disappearing while being typed (disabled rect mask culling)
Achievement system progress
merge from external_holdtobuild
Disable frustum shadow map culling using volume cullers, the view we render for the shadow is already doing frustum culling so I'm not fully sure if this is doing anything, on CS2 it seems to only be used for barn light shadows anyway ( And with an explicit illumination bounds OOB )? Fixes shadow flickering on props
Fixed FSD-overrun-toy physics mesh & Reduced its size
WIP net channel processing time limits
Adjusted shelves top collider to allow vertical barrel placement on the upper shelf
merge from qol_auth_friends_tc
merge from fix_enqueue_pings_nre
merge from electricity_power_fixes/2/doorcontroller/
merge from oilrig_exploit_fix
Automatically hook up input -> output signal for new expression graphs
Fix version 7 upgrader
Fix expression subgraphs
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vm sks fixes - corrected camera offset & hand cllipping during deploy
VR: Don't submit or wait for poses if the headset is in standby (prevents editor stalling when headset goes idle)
Shapshot -> Snapshot in loading screen ( Fixes Facepunch/sbox-issues#5439 ) 😂
Code dump for interactables, secondary grab points, smooth damp
Fixed ice throne colliders
Holographic sight
also added to weapons with a top rail
https://files.facepunch.com/rickgreeve/g60QQcweyh.jpg