243,183 Commits over 3,898 Days - 2.60cph!
Wire deployable on the Deployed layers
Tin can alarm deployable anywhere in monuments
Removed collisions with players
Fix clients getting stuck during loading after changelevel
Experimental: Do not close srcds on modelprecache overflow, just use error models
Added prop_disable_distance_fade convar (cheat)
If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots.
Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs
If unset, uses default value
New TF2 map icons
▆▆ ▊▉▄ ▋▅█▊██ ▌▄█ ▄▇ ▍▆▇▄▍▉▆▇ ▍█▇▄ ▆▉█▊▄▉▄ █▅▉▌▌▇▍ ▍ ▌▆▇▉▉█▊▌ ▊▌▉▅▋▄▆▊ ▉▇▄▆▅▍ ▌▋▉▇▊▆█▇█
Experimental: Do not close srcds on modelprecache overflow, just use error models
New TF2 map icons
Added prop_disable_distance_fade convar (cheat)
If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots.
Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs
If unset, uses default value
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
Tin can alarm art implemented
Particle system optimzations
deploy model for tin can alarm
split off cans with their own pivot
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again
Make SSR reconstruction ghosting less apparent
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
tin can alarm art, lods, gibs, art prefab setup
Seperated parenting volumes for above and below
Fix for edges against distance objects
(i) do not apply AO on distant pixels (eg. skybox)
(ii) when calculating ao, any sampled pixel that is too distant will be rejected as a contributor to AO
Merge branch 'master' of sbox
Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f
Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
PerformanceStats.Timings lockless
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
Tin can alarm deployable in monuments (in terrain only for now)
Adjusted deploy volume and colliders
Make prefab variables section of heirarchy resizable, Facepunch/sbox-issues#5726
Move some scripts into new folders
Fix some Player networking issues
Player and other Entities no longer run OnFixedUpdate when Map is generating
Created EndFloorTrigger and prefab. Goes to next floor when all players are standing on it.
Add EndFloorTrigger to each boss room prefab
Going to next floor loads new scene and connected clients retake appropriate players
Fix re-connected player sometimes spawning with a 2nd gun
Remove extra camera from tdm_test scene
Update: Constraining Pool.Free - Step 2
* Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads
* Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL)
* Changed StreamBuffer overload to be a FreeUnmanaged overload
Tests: built all targets in unity
Remove SceneObject.GetSceneWorld()
Remove SceneObject_UpdateRayTraceTransform
Instead of updating SceneObject RayTrace's every time they move, lets mark them dirty and update them when the raytrace is actually used (which is probably never)
Lowered vehicle parenting volume
Don't cause a rebuild for mesh component when transform chances when scene is not editor
merge from Blend4Way double sided
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
Remove hack from mesh component that is stopping hulls from being kinematic
Stop launcher from undoing editor prefs changes when kept open, fixes Facepunch/sbox-issues#5857, Facepunch/sbox-issues#5825
(Cookie containers will now process/accept new changes on disk before writing)
Leaderboard backup, run #
12565
rock formation prefabs (sea) radius and fade improvements
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests
Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it.
Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion.
Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
Wire deployable on trees
Minor placement fixes
Cleanup
Grid size adjust
Cookie the grid size
Change paint keybinds
tdm - wip
Merge branch 'main' of sbox-hc1
Leaderboard backup, run #
12562
Models and materials folders
Changed main menu player podiums to be a prefab, can spawn a weapon prefab on them