249,450 Commits over 3,959 Days - 2.63cph!
Add doc comments to navarea component
Make new PhysHsape.UpdateShape functions internal
Ensure IsGenerating flag is cleared if navmesh generation fails
New gun sounds, reload sounds, reload sound sticks to the gun, fixed muzzle offset
Move crosshair into its own component on the player - add hitmarkers
Play sounds when inflicting damage / taking damage
Do TextEntry placeholder without a separate label, simplifies and makes placeholders/prefix/suffix all play nicely together
also fixes Facepunch/sbox-issues#7060
Add support for caret-color css property, default to text color
Tweak caret appearance, avoid nasty subpixel blur
Add a bunch of safety checks, utility methods and convars
Upgradable items can now alternatively use the upgrade item as upgrade cost, instead of the item ingredients.
High externall walls and gates use the upgrade item as cost.
updated wooden shield viewmodel animations so the arm is visible and tweaked position of the improvied shield in its viewmodel prefab so that it works using the same animations
Only show rows when we need em
Added train ambience to main menu, camera slightly bumps every once in a while
Remove unneeded GameObjects from Main Menu, clean up Hierarchy
Removed existing Ui folder
Added new UI folder with updated folder structure, fixed a bunch of UI issues and did various optimizations
Don't save over save file when loading into a level from the main menu instead of from save file
Fix pause menu black square in levels
Added Button Icons
Made Save Slots larger in Main Menu and give more info about the player's save
Get rid of ICardDisplay, just have Card.Positives, Card.Negatives text fields
Add RpcAttribute, RpcMode
Remove codegen from AuthorityAttribute
Instanced rpcs
Expose transmission
Rename NetTransmission to NetFlags, hide RpcMode
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Rename Unbuffered to SendImmediate
Reload sound, new gun sound
Can modify gun shoot sound
Update Game Manifest for Medieval Barricade
Created Medieval Barricade Icon
Setup Medieval Barricade Icon on Item Prefab
- Added some small extra stats to the side
- Further Localisation
- Profiling
Attempt to use static nav generator pools again
merge from ice_sculptures
Can modify weapon model with modifier, moved weapons to center
Merge from auto_cpu_affinity
Conflict resolution, use stat for this too
Added Medieval Barricade Model, Textures, Materials, LODS and Colliders
Created Basic Medieval Barricade Prefab
Setup Basic Medieval Barricade Item Prefab
Move initial stuff into stats container, add damage modifier
Codegen, add toggle to options menu
Rename Unbuffered to SendImmediate
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cement mixer
Merge branch 'main' of sbox-assets
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update path of build-shaders, upload all shaders as artifacts
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
fixed river source prefab
Support animation on bone merged skinned renderers, bones not included in the merge will be animated https://files.facepunch.com/layla/1b2811b1/sbox-dev_YF71imyY7R.mp4
Compiled shaders with ao viewporting changes
CommandLists SetConstantBuffer and be able to specify mip
Motion::TemporalFilter is converting from Pixel Coordinates to UV not the other way around
Rename NetTransmission to NetFlags, hide RpcMode
Fix navmesh native destructor
Half-res reflection, fix water fog
Update .gitignore
Marginally better hand randomization
merge from hackweek_car_radio
Car radio deploy sfx and impact effects
Fix Right Click -> Create Sound Event creating sound events with empty sounds instead of using the selected sounds