244,551 Commits over 3,898 Days - 2.61cph!
Redone how muzzle flashes work
plank walls, blend file updates
unsaved tutorial map, narrow plank pieces
Don't run SceneNetworkUpdate when network system instance is null
added ejectionport_gas fx
Do multiple delete passes to ensure [Required] components get deleted (as it's easier than tracking everything that is required & only done inside editor)
Handcuffs block crafting.
Temp hack for vgui.GetAll when it doesnt exist
Temp hack for vgui.GetAll when it doesnt exist
Show winning team at end of TDM
Desaturate while spawn protected
Volumetrics track light changes.
Mark TerrainAnchor and TerrainModified with [MapGeneration]
TDM spawn point selection rewrite
Added temp polyfill for RegisterMetaTable
Improve server-only scaled physics prop trace hit detection
Do not PurgeUnusedModels before mounting BSP content
Properly fix modelscale bounds - they were doubled from scaling PhysObjs
Release materials created by surface.GetTextureID clientside
Hopefully the clientside-only part solves issues people had when destroying these textureIDs
Prevent "unknown material" spam on disconnect due to recent changes
Fixed Entity:SetModel and util.PrecacheModel leaking mdl refcounts
Added temp polyfill for RegisterMetaTable
Improve server-only scaled physics prop trace hit detection
Do not PurgeUnusedModels before mounting BSP content
Properly fix modelscale bounds - they were doubled from scaling PhysObjs
Release materials created by surface.GetTextureID clientside
Hopefully the clientside-only part solves issues people had when destroying these textureIDs
Prevent "unknown material" spam on disconnect due to recent changes
Fixed Entity:SetModel and util.PrecacheModel leaking mdl refcounts
Cleanup for a bit more readability
Start processing output prefab in scene mode
- remove everything except for terrain generation components
- add MapGeneration attribute to tag components we want to keep
- add ScenePrefab spawner onto the output prefab once S2P is done
player update. made holdtype override controllers for the different grenades and updated their entities so they now play a deploy anim when switching between the diferent grenades
added suppressed muzzleflash
https://files.facepunch.com/jason/1b0511b1/sbox-dev_xcSjmTtIeI.mp4
Open editor undo system up, debug dock
Delete SceneWorld objects when processing scene deletes
Components/GameObjects start disabled when creating, to avoid enable and quickly disable
Fix possible NRE when deleting camera
Call SceneWorld.DeletePendingObjects when clearing scene
Add Scene.Editor (ISceneEditorSession), allows game to talk to the EditorSession (gizmos etc)
Also make selection its own undo system - don't need to save the scene on every click
Fix undo system's snapshot system not complying with other undo actions
hooked up more muzzle flashes
added shotgun muzzleflash
Holster your weapon on death so you can't shoot beyond the grave
Don't show push menu if player is dead or sleeping
we love a lil tasteful bloom
Make sure a job cannot last more than 4 frames, so we can use TempJob allocators
Code cleanup
Remove Log.Info from SceneCubemap
Clear player velocity on teleport (can no longer jump thru respawns)
Out ptr
Better formatting for default stdout logs
Better error checking, treat errors as warnings & compile with warning level 4
Put deathmatch spawns under a parent object
player update. edited sawn off shotgun reload animation so the pumpy bit is in insync with 3p anim
Only do SceneCubemap.RenderDirty() when it actually updates rather than every frame
Only clear up light count instead of also envmap count on AllocateLights()
Add muzzle attachment to both spaghelli models
Add a tag to all existing twitch drops so they're easy to identify
Tweak deathmatch spawns, add a bunch more
Clear interpolation properly and don't apply new interpolation if transform update received over network with clear interpolation flag
Another minor fix
player update. edited db shotgun reload animation
cards can hide event message
increase max grid size
more images
card shaking
balloon
playsfx
more sfx, timer bar tweaks
Fix status text / timer networking for late joiners
Fixes #59
Fix NRE in PlayerInventory.Balance
added rifle_muzzleflash vfx
SceneStats: include DynamicSceneObject render stats, lights/shadow stats