255,105 Commits over 3,990 Days - 2.66cph!
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Change double quotes to single quotes for withEnv block
Use Screen.CreateVerticalFieldOfView when creating FOV
Set ENV variables to use a different cache directory for each build
Added packed mask setup for exterior zigg pipes
Bump shadow cascades to four in max graphics preset
Nest bone game object tracks
Fix NRE for gluon gun, happened if player died before RPC was processed.
Fixes sbox-deathmatch/issues/121
Snip 2nd collider on ejected 9mm casings, reduce lifetime to 10s
Micro-optimize Workshop Mount VGUI (#2209)
* Micro-optimize workshop mount vgui
- Remove redundant calls
- Cache colors outside of Paint function
* Micro-optimize workshop rocket vgui
- Remove redundant calls
- Remove unused Blast method
- Localize to reduce __index calls in Paint method
* Remove redundant __index call
TTT: Update Turkish L10n (#2217)
* TTT: Update Turkish L10n
* TTT: Update Turkish L10n
Removed loan word
Shortened text so it can be seen easily in the gui
Better formal expressions
Remove # in tool name (#2213)
merge from ballista_mountchaining_fix
Update manifest, and change rUpdate manifest, and change ratio of trees markedatio of trees marked
Frame snap toggle
Fixes #114
Sync up selection between hierarchy and track list, auto-switch tool
Fixes #118
https://files.facepunch.com/ziks/2025-02-17/sbox-dev_v9BuflZaFs.mp4
Disabled mount chaining on the ballista, fixes the climb interaction showing up when near a ladder
skinned updated minicrossbow viewmodel mesh on vm rig and edited targetpoint and ironsight default point in viewmodel so the arrow shoots where expected when ADS
Removed some redundant settings, exposed extra ones in UI.
Have tiger mark the trees in their territory with their claw, serving as an early warning for players
Updated the deferred indirect lighting additional flags buffer to be cleared via a compute shader
fixed gibs import settings
Update: Added batched version of Vis.Components
Still building up to engage it as part of main parallel logic. Also still need to cover with tests.
Tests: compiles in editor
- Missed file settings
- Lootpanel changes
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merge from io_research_table
Fixed Rpg not showing its world model
Ensure TripminePlaced GameObject.Destroy() is called at the end of explosion methods
merge from hackweek_automatedtesting
Fixed testrunner.gettestlist command not working in builds
testrunner.isbusy now returns a proper json
Some minor optimisation to Tree addition spawning
Increase trace radius for Crowbar so it's more forgiving with hits - if this doesn't help as much, we can do it with increasingly larger traces, so we can still hit objects through small gaps
Tweak muzzle flash, tracer (less headache inducing)
Icon setup
Deployment progress
Datacore: Add intro cameras
Tentative fix for Ben showing up when you join
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merge from playerlights_culling_fix
Fixed AmbientLightLOD fading on and off when near culling distance
Prevent redundant fade invokes
Added a small buffer to prevent rapid toggling when the light is near its culling distance