244,530 Commits over 3,898 Days - 2.61cph!
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
Add Gizmo.CursorMoveDelta , CursorDragDelta
If we move the mouse while pressing a GameObject, clear it as pressed
Move ObjectEditorTool to its own folder, to highlight that it's self contained
Feed ToolManager to current SceneCamera when updating
GameObject.GetBounds() returns a 1x1x1 square on the transform if no ModelRenderer's are found
Add Gizmo.Draw.ScreenRect
Cache ControlWidget type lookup
Add GameObject.HasGimzoHandle (this is gonna change at some point)
Get rid of this EntityPrefabEditor namespace
Add Rect.FromPoints
Add Frustum.FromCorners
Add SceneCamera.GetFrustum( rect )
Refactor Gizmo.Pressed
Move object selection to EditorTool
Remove Scene.HasUnsavedChanges
Made a kill entity trigger. Should swap over cargo/bradley/vendor for performance
Hook up decoy_grenade_active to decoy, parent fx to the grenade
Clear scene's unsaved changes when clearing from editor session
added decoy_grenade_active vfx
added vfx to decoy prefab
adjusted muzzle on usp-sd
Support collision on terrain component https://files.facepunch.com/layla/1b0711b1/sbox-dev_o1zZIhIEEB.jpg
Fixed some NREs in scope, crosshair properly gets rid of itself when aiming
Updated Selection History editor tool
Make sure to run base grenade stuff for decoy
TextRenderer remove Text2 test property
delay tweaks
async SetRevealed
cardtype panel shadows
spawn cards at start
validate card start positions
umbrella
telephone
juggler, card MoveToPos
update client dash on load
shark not assuming non-vehicle mountables in water are inflatables
Range check bone gizmos, don't need to render ones far away
Clean up developer menu code, don't need to find a player like this, we already have it
- properly using water level for driving the physics
- added protobuf definition
- fuel display
- simple audio
- changed mount pose
destroy HE grenade between rounds
knife and USP worldmodel scaled to mach citizen proportions
sb toolcupboard progress
initial prefab, textures and materials
Replace unique logic for player minimap markers
Support bool setting entries, replace some url images with locally stored ones
GameEvent<T>.Dispatch(sender, eventArgs) now only notifies within sender
Basic state machine system
Bit of map ui style changes
Rename
reward for collecting frenzy
fix seat icon
Give xp for achievements
Reward player for medals
Block rotating if not in customise view
Styling
Draw radar/markers ontop of callouts
Make bombsite labels more clearly visible, fix sorting