14,461 Commits over 1,614 Days - 0.37cph!
Add seamless entry to water, fix splash and ripple height
Iterate underwater fog
Water cleanup
office chair - lods and gibs
Merge branch 'master' of sbox
Fix UI shader using wrong constants for background image repeats
PrimitiveBuilder.Is2D now works as intended and makes a 2D bounding box on the block tool
Revert "Quad primitive creates from the bottom of the bbox"
This reverts commit 6e1704dfd5a9a62d3bcc4de46a18de1ece416047.
PathPlatformEntity moves with velocity matching PlatformEntity behaviour, so the player controller can match it's velocity.
https://files.facepunch.com/matt/1b1611b1/sbox_0001.mp4
V Neck Shirt LODs
Lods now added to V neck!
Quad primitive creates from the bottom of the bbox
Citizen/FPArms: updated animgraphs with barebones stuff for fists blocking pose
Citizen: holdtype_pose value range is now 0-8 instead of 1-8 (0 is also the new default)
Fix paths not deserializing correctly (oops)
Make Entity.HammerID public and use it for BasePathEntity
Citizen: more comments, explanations, and clarifications throughout the animgraph
Map.Reset preserves map entities by their hammer ID
This means you can preserve specific instances of prop_physics for example. No changes to gamemode code needed.
Adds Entity.HammerID (internal)
Update default filter to remove check for entities parented to the Game entity
It was a hack for HudEntity, which is now checked for explicitly
Adds Type.IsBasedOnGenericType
net_fakelag remove FCVAR_ARCHIVE, and add FCVAR_CHEAT to it and sdr command
New Outfit Piece - V neck Tshirt
Simple new trendy V neck tshirt, LODs and fixes to skinning to come soon.
Remove log left in by mistake
Don't predict entity effects flags, it causes old effects value to be used around the time UpdateVisibilityAllEntities is called
Undo fix for #1655, need to fix this properly
Set controller "Menu" action set if ingame but main menu is open
Asset.Load log the actual exception when deserializing errors
Fix typo in water bounds code using y instead of x
Completely remove HLTV/SourceTV, decouple spawngroupmessagemanager so the demo recorder can use it
Remove instant replays
Don't flatten hierarchy when looking for [Event] methods
Save out a client side value of m_fEffects, for some reason this networked var is out of date at the time of calling UpdateVisibilityAllEntities. Fixes player model not rendering in firstperson on respawn
Office chair - red and blue skin as well as tintable skin
office chair - lod0
Office chair - removed test version, updated textures
Merge branch 'master' of sbox
office chair - model tweaks
Use the Center +- Radius of Water RenderBounds
Make sure water render bounds are larger then ripple radius * 2 and not just radius.
Implement `UPathComparer.OrdinalIgnoreCase` and use it for `RedirectFileSystem ManifestFileSystem.Redirect` - fixes not finding non lowercase files.
More helpful worker task yielding error
Merge branch 'master' of sbox
Added GameTask.Yield
Merge branch 'master' of github.com:Facepunch/sbox
Add SceneObject.SetMaterialGroup( string group )
Load all Assets before entities are created clientside, matching serverside behaviour
Fix dodgy tangents on glass sometimes (doors in construct)
Send blank info about splashes to GPU if we have no new ripple force to simulate
Add two tone fog
Fix refraction ray on water
New normal sampling method for water, other fixes
Finish overwater surface rewrite, optimize normal function even further
Readd horizon aliasing reduction to new normal method
Only clamp to AABB in RippleCompute if our computing radius is big enough
Remove native shatter glass code
Remove more references to panorama
Remove some more misc old code that isn't added to compile
Comment out DebugView on water
Citizen: added two ClothShapeList groups, upper & lower (prefabbed)
... and a quick fix to that upper prefab
Remove workshop_controller
Remove temporary entities except for decal, projected decal, world decal, just incase