244,494 Commits over 3,898 Days - 2.61cph!
Wire slack bound to the mouse wheel directly instead of next slot/previous slot
Set a few culling convars to admin-only as changing them might cause problems
correct protobuf entity name - no serialized data yet, so keeping the same field id
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marge from hackweek_renderlod_collapse
merge from ScrapHeliSpeedoFix
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Let's fix this properly.
- ALLOW swaps that take an item in a stack-limited container and try to swap it with another item that's stacked more than the container allows.
- TRY to take just one from that stack and leave the rest in the old inventory, while also depositing the item that was dragged out.
- CANCEL the process if the player has no inventory space for the new item (since unlike a normal drag-swap, we need an extra slot for the split item).
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Example graph for model-space additive blending implementation
Frontier Hazmat viewmodel
Block drag swaps of this sort: An item is dragged out of a stack-limiting container onto a stack of items which have an amount too high to go into the container. Fixes all but one item in the stack being destroyed.
Unlike the previous fix, this version of the fix does NOT prevent right-click or hover looting one item from a stack into limited-stack containers.
... and also v_crowbar, which I forgot existed
All first-person weapons: changes integrating new sprint animations
Lods + bakedLOD textures/material
Revert
98139. This revert:
- Fixes hover looting stacks of items into containers with an item limit less than the current amount on the stack.
- Fixes the same issue for right-click looting.
- Breaks drag-swapping two valid items between inventory and a container with an item limit less than the current amount on the stack (e.g. dragging a stack of engine components into a modular car engine slot that already has a component of a different tier - all but one item on the stack will be lost).
FPArms: new shared sprint in/out additive transitions
Validate CurrentWeapon just in case
Add PickupResult, allow picking up several grenades (one of each type for now)
Group weapons by slot, so grenades are in the same row
Clamped culling.entityUpdateRate minimum to 2 instead of 0.015
Setting this to a low value was causing culling issues (potential invisible players, animals...)
Add convars to all of profiling analytics
- profiling_server to enable / disable feature (instead of relying on if upload url is provided)
- profiling_{feature} for each part we measure
Don't apply damage multipliers to melee damage
Round up player marker health
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industrial lightmap update
Refactor damage to pass around a damage event, only deconstruct into params over the network then reconstruct after (got plans for this)
Add rib select to edge selection
Fixed bots not receiving spawn confirmation
New player marker style, shows weapons, HP, is smaller
Fix unity hook not working by moving it from GameSetup -> Bootstrap
Start splitting up half edge code to make it easier to maintain
Make C# hotspot editor a editor app, delete native version
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
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Add recoil pattern stuff I made last year, but with less code, inline with control widget. Use serialized property instead of passing raw value around
https://files.facepunch.com/tony/1b0911b1/sbox-dev_9FO7pS311F.png
Full revamp of Scrap Transport Heli damage FX, with different damage levels better represented in the instrument panel.
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