624 Commits over 397 Days - 0.07cph!
We don't need two terrain scenes
Add Cornel Box with Fog for testing dynamic indirect fog lighting
TrailRenderer, SceneTrailObject, ParticleTrailRenderer
Add ParticleLineEmitter
Clean ParticleLineRenderer
Delete ParticleModelRenderer.cs
particle.collision uses particle model renderer
Update ParticleModelRenderer to use listener
Switch player grabber back to physics body, just don't grab statics. Use IsValid checks because grabbed body can be deleted
Cornel Box scene with moving light for GI test
Update ParticleModelRenderer.cs
Change player grabber to allow unfreezing
terrain.benchmark updates
terrain.benchmark scene wip
Add terrain to cubemap fog scene
Update fog.cubemap.scene
Update cubemap.dynamic.scene
Fix exception
Weapon lab
Weapon lab updates
Create muzzle.prefab
Create ParticleLineRenderer.cs
Update Fog.Cubemap test scene https://files.facepunch.com/sam/1b1911b1/sbox-dev_ktnlWsCs24.mp4
Readd Skyballs an ambient light test scene https://files.facepunch.com/sam/1b1911b1/JYx0E9JbyL.jpg
These libraries are now published
Remove unused
prefab variable test scene
Update terrain scene, add bullshit testing surfaces to terrain materials
Swallow EscapePressed when returning to menu
Fix JiggleBones transform not being initialized
Jiggle Bones library
Delete CreateAsset.cs
Update volume_fog.scene
Update procedural.bones.scene
Update procedural.bones.scene
Add Light Cookie test scene
Create sound.occlusion.scene
Add a noblockaudio example to sound.occlusion test
Move shatterglass to a library
FootShuffle -> MoveRotationSpeed, drive it by actual rotation not desired target angle
Test scene for benchmarking cloning objects with ActionGraphs attached