244,516 Commits over 3,898 Days - 2.61cph!
Revamped CH47 lighting.
CH47 interior lighting no longer performance hogs everybody within network range.
FlaslightFlare_HDRSphere material fix. (Seemed to not render anymore.)
Small RotorWash variant.
Updated ground effects on all remaining helis.
Spring cleaning folder structure
Remove a bunch of unused assets
Organize player code
Globals
Include "reserved" in serverinfo to see how many reserved slots are active
Add `print_reserved_slots` to see how much time each reserved slot has left
Define max hp, max armor in code, fix some compiler warnings
more grass pieces, blend file, wall collection prefab, alleyslope progress
When losing helmet, helmet gets detached off the player
Actually apply the fix for division by 0 :pensive:
Fix equipment holster NRE
Forklift and Dumpster blockouts
Fix potential division by 0 when parsing MP3 files
New Outfit Piece(s) - Gasmask and War Helmet!
Army Outfit bits for citizen
https://files.facepunch.com/daniel/1b0711b1/sbox-dev_betGBfBGKO.jpg
LODs coming next.
- underwater particle effect systems
- maintaining neutral buoyancy and stability forces when body is not sleeping
removed unecessary gc alloc in construction socket tests
player update. setup chainsaw 3p anim set
Broken vendor travel
Hardcoded turning radius
Show dropped C4 on minimap when CTs spot it
rename tower collection, wall collection prefab
decoy_grenade vfx updates
added @benobox 's new scorchmark
added small explosion on death state (needs audio)
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it
https://files.facepunch.com/sam/1b0711b1/tt3.png
Readjust depth bias on debug shaders for reverse depth
Fix shadow in reversed depth
https://files.facepunch.com/sam/1b0711b1/tt2.png
Show planted c4 on the minimap when spotted, swap icon
Fix hotloading GameEvent
Allow states transitioning to themselves
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading
This probably doesn't matter: Move changes to CLuaObject to the bottom
Fix even more potential crashes with NPCs driving vehicles
Forgot this file for gmod_uncache_test
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading
This probably doesn't matter: Move changes to CLuaObject to the bottom
Fix even more potential crashes with NPCs driving vehicles
Forgot this file for gmod_uncache_test
alleyslope updates, caution tape models, change towers folder to collections
material improvements for storage warehouse
vendor truck wip model and basic materials
Show enemy players on radar when seen (or recently seen)
Small grenade scorchmark
Merge branch 'main' of sbox-assets
Added test fur trim setup to viewmodel
Tweak when states activate / deactivate
cherrypicking fishing_village_vendor_loadfix
Also include the screen border effect when in debug camera
Minor cleanup
renderdevicevulkan: enable reverse depth
Reverse the DepthFunc on all shaders GREATER <-> LESS
gizmo_grid: reverse manual depth bias
We need to change the depth clear value from 1->0 (in 3 different places of course)
Recompiled core shaders
Fix r_depth_debug
Show the demo UI whilst recording when in debug camera
Added a popup warning the user if they're about to overwrite a demo with the same name
Digital, float, vector2 input state fetching
Basic inputs + example
Remove asserts & logs in input functions
player update. edited lr300 3p anims to match the view model
Check valid scene in SceneNetworkSystem message handlers
In OnIsDeployedPropertyChanged don't update deploy state if OnStart hasn't been called yet (be nice to have a property on Component to know if this is the case, maybe we can expose _startCalled)
storage building large progress
Invisible vending machine now checks for reserved6 flag on load. Should fix broken fishing village vendors without a server map wipe
Fix possible NRE's in SetVelocityFromRendererBones