248,620 Commits over 3,928 Days - 2.64cph!
Merge: from main
Tests: none
Potential fix for 1683 - may be a scuffed way of doing it. Two instances of Sandbox.Game can exist - store members of Commands from both, invoke / set those members when ConVars change. Allows [ConVar] and [ConCmd] in Sandbox.Game to function properly when in a game
Prevent scientists from magically knowing where you are and homing on you
They now have to use their senses, guess and search methodically
Allowing them to be surprised, baited and flanked
Fix scientists seeing through opaque tarp
[interop] Don't create handle stuff in static functions
Don't init VR if we're a console app
Don't print vulkan device info if we're a console app
Remove unused
Unused
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Drop IL verification since we compile every assembly from source on clients now
Leaderboard backup, run #
15989
Move AnimationUtil to an editor only namespace
Merge from primitive/prop_offset
Applied to high caliber revolver as well
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time
Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
Fixed fish traps not working after a server restart if they were loaded with bait before the server saves
Remove disabled boombox model in car radio store preview prefab
Manifest rebuild
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc
Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without
Check mip sizes in Graphics.CopyTexture, not the texture size
Various bulb improvements.
Added an LOD1. (MeshLOD)
Include the font update in the phrase update process
Fix demo cmake get rid of tile cache
Handle no-op nodes when running output signals
Enabled xmas event
Enabled xmas tree craft
Enabled ice walls low and high
Enabled xmas portals
Enabled xmas airdrop
Enabled xmas advent calander craft
Switched Burlap Sack to xmas edition
Enabled ginger bread building skin
Enabled xmas decor at compount
Enabled xmas decor at bandit camp
Network++
Ho-Ho-Ho
Ensure area flags are correctly combined when marking areas
Tools: Expose ScrollArea.MakeVisible( Vector3 )
Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982
Scroll back to the top when rebuilding InputPage
Remove unused args
Run FinalizeCompile on feature too
Unused
Remove debug output
Fixed tired, pissed off logic
Move Worker_AddCompiledShader to CVfx
Build feature data
Call VfxSortProgramVariableArray