242,735 Commits over 3,867 Days - 2.62cph!
Fix truncation warning on shadingmodel.hlsl
Fix complex_reflections, remove any dependencies to valve code
Use inline reflections for complex
Composite SSR always, might create some artifacts but will be dealt with
Detangle reflections api and document it
Adjustments, fix normals on complex reflections
Added digital clock bit matrix font
Tweaked text mat
Updated icon
Fix `ProtocolParser.staticBuffer` being uninitialzied on other threads when not writing network data
- surprised this didn't throw errors before
Implement writing Protobuf header of demos for the final merged player demo
Fix Mob Gibs spawning with incorrect scale
Moved HoldType from WeaponComponent to Carriable. Placing blocks now holds out the player's hand
BlockPlacer Gizmo displays as Red if you don't have enough blocks to make the placement
Can change the size of the blocks you place with SHIFT+MWHEEL
▉▄▋ ▋▆▊▌▊█▊ ▉▍▄ ▅▆▊█▋▋█▊▌▄█ █▉▆█ ▉▊ ▍▍▍▌▊ █▆▇██▋▅ ▋▉ ▅▌▍▆▄▆▋▉▉▄▄ ▋▄▆▆
Fix block placement detection
https://files.facepunch.com/CarsonKompon/2024/August/15_14-58-DeepskyblueLark.mp4
Don't place blocks actively while standing still
Exclude mobs in block placement trace
Do not consume block if cannot place
Added BlockPlacer Carriable for block items
BlockPlacer now places blocks when holding left click. Takes item from active slot
Adjust terrain anchors on all 3 new divesites
slot machine
hot pot
card break shockwave particle
abacus
briefcase
separated walkway vox files
Make missile bot damage ground
Simplify some voxel modification RPCs
Swap divesites over to prefab
Remove Scene2Prefab
Resetup populations
Delete autospawn folder
Add some documentation to IModification
Add BuildModification
Set BlockType in Item, dunno if this is actually needed
WIP ore seams
Make the drone use the roller sounds for now
Make the sword less effective against wood since it already does a lot of damage with the balancing tweaks.
cleaing up divesite. collision and lods
Resource Node balancing (so you can actually get resources)
Add AngularDamping to WorldItems so they don't just roll away infinitely
Make all block items smaller for now (until we have proper voxel drop)
Add WorldModelOffset to ItemAsset, allowing you to scale/reposition the Model in the dropped WorldItem. Make Metal Piece much smaller and have proper origin
Fix wireframe render on vertex_color shader
Fix for possible NRE in Roller state machine
Spawn metal piles
Model might need scaling down
Drones now have a chance to drop Metal Pieces
Updated Textures for Digital Clock
Add `flex-shrink: 0` to CraftingMenu group/headers
Fix squished Crafting Menu when selecting item with 3 or more required items
Fix wolf not following players moving away with lit torches
Added Tooltips to ItemSlot
Fix not being able to punch voxels with fist as connected client
Add torch to bow editor loadout
Have wolves look at their prey when circling
Fleshed out the display panel.
Added LCD font.
Spawn players near beaches
Placement changes
Manifest again
Made seperate wood bonus for wood piles
Fix particles colliding with the thing that just died, causing them get stuck. Also fixed particle spawning on connected clients.
adjusted standing stones
now have their base sunk in the ground
Merge branch 'main' of sbox-hc2
No mips on ground texture - 1 texel per block probably doesn't need mips
lobster trap and boat lods and collision. starfish and crab, set dressing
Fix ResourceGatherers not being found on connected clients (Allowing resources to be hit properly now)