191,579 Commits over 3,228 Days - 2.47cph!
Show project templates in the addon creator
Update game.minimal to use file-scoped namespaces
Update pixel_material.vfx
Test for updating block model entities ith torch light / sunlight + hue shift
devlocalcoord shader with bump + spec for Paddy
Managed Asset Browser shows real file extensions
Asset Picker uses real file extensions
Fixed Managed Asset Browser non square icon thumbs
Before/After
https://files.facepunch.com/rubat/1b2811b1/3qYvSlxfKZ.png
World reflection quality slider in settings goes up to 3
navmesh/area type switching wip tests
brought the concrete_f_single/single_dirty variants up to par to the normal concrete_f texture set style
fixed regression incorrectly setting conc_metal_quarry to metalness workflow
Ceiling light - gibs and lods
Merge branch 'master' of sbox
Merge from cubemap_ambient_light
Backup 2022/06/28 10:50:00 UTC
Move Event attribute to System
Add DebugOverlay dropdown
https://files.facepunch.com/garry/f2f9a78b-ca10-4947-9f5e-7862c37e5d86.png
Add [DebugOverlay]
New glow based on outlines rather than normal extension
Do a full cycle on the glow to close last mesh gap
sbox_glow_stencil > glow_stencil, push C++ side of glow
Remove non-cs version of sbox_cookieslice, never used
Added old ambient additively on top of the new ambient light (can be used to explicitly brighten certain environment types)
Rename DrawMaterialIcon to DrawIcon
Soundscape debug overlay
Only update reflection probe / ambient light etc while moving to better hide parameter adjustments (as per petur's suggestion)
Move FontManager, TextManager to Sandbox.Engine.dll
TextManager.Tick
Share TextFlag
Add DrawText, MeasureText to Draw2d - matches Widget Painter
NativeEngine.ICVar -> g_pCVar
Fix Sentry SDK obsolete WithScope
Add debugoverlay callback
metal_beam and metal_beam_b texture sets refresh
Merge from cui_improvements
Merge from spectate_crosshair
Fixed hit markers not working in spectate mode
Fixcars refills ore wagons
Added support for camera movement during reloads while spectating
Reworked reload process while spectating
Improved animation system for the output hopper
Backup 2022/06/28 04:50:00 UTC
Update the hopper visuals when item amounts change (not just item count)
Force a network sync when output hopper content changes, so the client gets the visual update for the ore mesh (and its collider) right away
Fixed GetPercentFull() not handling fractions correctly (float cast)
Merge Main -> Trainyard Update
Add SceneModel.SetAnimGraph
Updated the Visual Studio Editor package from 2.0.11 to 2.0.14 (won't affect Rust itself)
Fixed RustText showing "SendMessage cannot be called" warnings after every compile
Screenshot tweaks, encode to jpg and use a lower quality/size
Balanced the spawn population values for the new system
Fix bug getting corner half edges or vertices of face
Darken environment, spawn a light in the center of each room
Remove unused