244,583 Commits over 3,898 Days - 2.61cph!
Reduce wheel radius slightly so that the wheel sits a small amount in the ground. Looks more realistic
More suspension work. Should look smooth and good on both bikes and snowmobiles now
Revert suspension fix, was worse than the original bug
Fixed 'prevExtension' bug
Fix some missing deploy guides
merge invoke_execution_time -> analytics_server_profiling
Fixed train tunnels not rendering properly on the map
only respawn after falling if we're still dead
remove old blockin pieces, organize textures/materials, scaffold (WIP), chainlink fences, new plywood track pieces, track piece prefabs, new skinny pieces, half size pieces, new tyre obstacle(WIP)
merge from main -> analytics_server_profiling
Suspension fix, doesn't break snowmobile suspension anymore but still works for bikes
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Trace movement 0.5 units off the ground to avoid getting stuck
Move history gizmos
https://files.facepunch.com/ziks/2024-05-19/sbox-dev_IeWUbs4lJv.png
Use sphere traces for movement
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Do an initial clear initialization on FindOrCreateFrameBufferScratchTexture to make sure the data is not garbage, should fix SSR accumulation artifacts specially on multiview
UI-only clears should respect if ( r_ui.GetBool() ) as also per sbox/issues/1575 , will check to make this a clear layer rather than a render layer
Don't html encode comments
Add this function back, someone was using it
Rework polygon mesh to have texture coords the same as hammer, coords can be computed by params and params can be computed by coords. This allows texture wrapping to be identical to hammer. https://files.facepunch.com/layla/1b1911b1/sbox-dev_eGxR8MTpVC.mp4
Delete ILobby
Add softsplit.donut to codearchive test
Leaderboard backup, run #
11874
Use intermediary texture to avoid collision in filtering generated cubemaps, this should fix the cubemap corruption in certain hardware
Modified the launch site scene
- a few generators & the overhang on recycler building were overriding the RendererLOD state to 100m
Fix dockwall_stairs_600 missing a material causing the top to look transparent
List libraries on front page
Put reviews on their own page
Hide empty namespaces in api/all
Basic api search
Fix Project.HasCompiler logic to look for any compiler (resolves sbox-issues/issues/5531)
Fix ticket booth windows going opaque past 60m
Fix pillar in front of triple boost building being culled past 75m
Set culling to 300m on tire stack, launch site grills in front of rocket building, walkways up the back, pickup truck
Fix green card room windows going opague <300m
Min 300m culling for all the pipeline prefabs used in launch, the crate cover & the planters
Add `minDistanceMultiplier` to RendererLOD to prevent mesh.quality scaling down LODs for low settings
- fixes windows becoming opague at low graphics settings
Apply min LOD scaling of 100% to all the prefabs with windows (airfield towers, launch site warehouses, launch site rocket building)
beard adjustments / fixes
Fix windows of rocket puzzle building becoming opague past 60m
Fixed not seeing gaps in windows in launch site warehouse buildings past 100m
Fix not seeing gaps in airfield tower windows in launch site by increasing LOD1 from 40m -> 350m
Fix a bunch of prefabs inside launch site that cull at 100m - 200m -> 300m (network range)
Add CompilerName and AdditionalFiles to CodeArchive
Add CompileCodeArchive test
Remove model check in CMeshSystem::ChangeModel, this function needs to run even if it's the same model for model reloads
Leaderboard backup, run #
11850
We could actually interpolate the body transforms on the client like this
Don't cache null types in AssetType.FromExtension. Fixes GameResource assets not appearing in projects that use libraries.
Fixes Facepunch/sbox-issues#5498
Configurable sensor range