243,857 Commits over 3,898 Days - 2.61cph!
Fix helicopters sleeping at the apex of a bounce
Don't allow passenger to access fuel when bike is on
Fixed motorbike fuel interaction
Screen Space Ambient Occlusion
SSAO: Remove PS variant, hide difficult options and set some nice defaults, add r_ssao_debug, cleanup unused/unneeded
SSAO draws after opaque, not transparent. Added CameraComponent.AddHookAfterOpaque
Switch the fuel gauge emissive on/off too
Set up motorbike headlight
WIP lighting & related files.
Server.cinematic is now replicated
Cinematic gestures can now be used if the server is marked cinematic, even if the player is not an admin
Added gesturecollection.ShowAdminCinematicGesturesInBindings convar
When true, cinematic gestures will appear as bindable in the gesture wheel. Doesn't change any actual usage logic for these gestures, if the player binds a cinematic gesture and then joins a server where they aren't an admin the gesture will be disabled in the wheel
Styling, fixes
RMB to clear slots
Added a reset to default button
Cut down version of every monument scene spawner prefab
Kickstand spring additional lookat
de_oil updates
clip pass on obvious OOB spots
Skinned renderer merges child descendants so everything gets merged to a root merge target https://files.facepunch.com/layla/1b1611b1/sbox-dev_aMH7Swm3RU.mp4
Fix prop trying to access gameobject of destroyed component when breaking into components
USP + SD fire rate increase
added money burst fx
https://files.facepunch.com/jason/1b1611b1/sbox-dev_4eKmd7ZWkP.mp4
Attach money trail prefab to world cash bag
added money particles
https://files.facepunch.com/jason/1b1611b1/sbox-dev_7gTafzrWDd.mp4
Fix pinch gesture not disabling follow player
Add in the map grid based on the shader from the game (hopefully fixes the grid not matching the game soemtimes too?)
kickstand tweak, removed unused sidecar model placeholder
Unlimited money in cash grab
Add a bunch of cash grab points and extracts
The last cash point can't be the next cash point
Add gizmos for cash points & extracts
Add screen overlay when spawn protection is active
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
Fix it properly
Add hud marker for extracts
Cash point shows a hud marker if the cash is spawning soon
Fix NRE when shooting at the sky
Add support for input hints on marker objects, expose LookOpacity
Refactor markers a bit, support icons on any marker, remove MarkerFrame, remove CashBagMarkerPanel, GrenadeMarkerPanel,
Animgraph: Fix aim matrix pitch not calculating correct weights
Animgraph: Add support for face direction parameters in mover node
Animgraph: Add support for turn to face parameters in turn helper node
Teleport keyframed colliders when interpolation is cleared https://files.facepunch.com/layla/1b1611b1/sbox-dev_A3vzpv1ell.mp4
Unlink component game object at the end of destroy so component IsValid is false after destroying it
Fix skinned renderer not bone merging children if it's bone merged itself
Re-implement ballistics penetration, we have thickness per-object hit, and proper exit points
https://files.facepunch.com/tony/1b1511b1/sbox-dev_SF6yRUOMH6.jpg
Super cruddy basic DebugOverlay
Controller rumble settings
Restore my lost scene hierarchy changes for the third time
WIP test map
Not ready to play yet.
Merge branch 'main' of sbox-hc1
Prop.CreateGibs returns the list of gibs
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
Drop object create and grid snap in one place instead of everywhere
Add ParticleSystem.Bounds to get static bounds of the resource
Add ParticleSystem.LoadAsync
Add ParticleDropObject https://files.facepunch.com/layla/1b1511b1/sbox-dev_vLyJncgR0y.mp4
Cubemap fog just takes material from current skybox
https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
map updates - figuring out catwalk
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper