14,461 Commits over 1,614 Days - 0.37cph!
Seperate server tags properly
Steamworks documentation lied, gametags can't be semicolon separated list
Server list disposable, filters work, strings utf8
Show servers in lobby list
Merge branch 'master' of sbox
Citizen: added standing aim matrix to melee punch
BasePhysics entities (prop_physics) should derive from the FGD baseclass BasePhysicsSimulated - that way the map compiler will simulate and settle them.
Citizen: melee attack left animation
Model class can be (de)serialized to JSON, allowing its usage in Assets
Fill server details from c#
ServerList bindings
Citizen: updated mesh files + further optimized LOD3
Fix erode tool not working seemingly randomly due to some uninitialized memory
AsyncTasks tests stability
Citizen: fixed LOD2/3 still having default eyebrows
Fix tinting for the base shader
Office chair - small tweak to gib texturing
Merge branch 'master' of sbox
Editor window default maximized, asset browser visible
Fix D_SRGB_IMAGE warnings
Avoid reading NAN vectors in usercmd
Office chair - adjusted phys
office chair - adjusted shading of gibs
traffic cone - adjusted gib location
Merge branch 'master' of sbox
NetRead Asset is supported
Faster, much better water caustics
Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
Revert "Pre init streaming bootstrap buffers"
This reverts commit 2cf3859d687a7901d7fdc6dfb40a6f751349cd17.
Revert "Shut visual studio up v2 electric boogaloo"
This reverts commit 961e4ffbe6e7b0fbb2b5dfc4b9f6af6752f7224f.
Revert "Assert to make sure we're not a nullptr to shut vs up"
This reverts commit 7c230cf07fc22872c597bce184701564edd71612.
Pre init streaming bootstrap buffers
Shut visual studio up v2 electric boogaloo
Assert to make sure we're not a nullptr to shut vs up
Fix mod list in assetbrowsers being too tall
Immediately dispose scene textures if requested for ScenePanel
New Hairstyle - Bobcut (Small fixes to Trainers)
New hairstyle! A few fixes to come to the hair in coming week. Slight changes to the shape and textures of the trainers as well.
Don't generate custom asset types where extension is over 8 chars, add appropriate errors so you know wtf is going on
Internally these extensions turn into a 64-bit int (8 bytes) so making them longer isn't practical.
PostProcess.Get<T> correctly returns null instead of erroring if it's not in the active effects list
BasePlayerController / MoveHelper traces hit Window & NPC layers as expected
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
Prevent crashes in DynamicShadowMgr due to light entity respawns
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
Water entity deletes its water scene object when it is removed
Fixes Map.Reset lowering FPS every time a map with water is cleaned up
updated prefab, added material vartionns/decals
Fix wrong blend mode happening in shader somehow
CSS perspective-origin
Make SetDebugBits behave as expected
Fix calculate procedural bones jittering, use bone accessor code path that's meant to be used when model is scaled, works better
Remove SceneObject.SetMaterialGroup, it was already on SceneModel
Whitelist System.WeakReference
Whitelist System.ValueType
Whitelist System.IConvertible
Whitelist System.TypeCode
Whitelist System.TimeZoneInfo
Add `mix-blend-mode: multiply`, color picker works again
Fix missing key binds on asset inspector tool
Office chair - moved vmdls to correct folder
Merge branch 'master' of sbox
New outfit piece! - Dirty Trainers
Some new dirty trainers, so more shoe options! Will be adding LODs in my next push asap.
Trainers - Quick fix
Quick fix to naming of files before initial push to git.
Remove redundent footer-space on game edit screen
Add remaining css transforms
If Steam Input gives us no motion state use Quaternion.Identity instead of an invalid quat
Make Input.MotionData.Rotation match our S2 world space
Fix NRE on Game Setup screen
Restore game setup description editing functionality
Can set control mode / single/multiplayer tags on game setup page
Add controller/vr information the same way as "Mouse & Keyboard Supported" is
Fix exception from Package.UpdateValue