248,620 Commits over 3,928 Days - 2.64cph!
Some networking fixes, implement halves. Initial round loop is implemented
Use custom functions instead of GJK to bake physics shapes into the navmesh
Baking a physics shape now takes sub 100μs in most scenarios.
Tutorial Art
Tutorial Scene
Merge from simple_upgrade
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Merge: from main
Tests: none, no conflicts
Merged from siege_weapons
Camera.hlsl and Time.hlsl stubs
Broadcast tracers
Show health in hud
removing old autospawn cliff related prefab folders
merge ice_sculptures->main
added ice block to iconrender scene's ice sculpture
removing some incomplete unused content folder
removing old cliffs, old formations except types still in use, test folders
Fix not switching assembly during hotload
Adjusted World Mapping Size of all trimsheets
Stepped the mapping size down to 64 from 128, effectively doubling the working resolution of our trims.
They were too low-res in most use-cases, producing shit mipmap compression. This shouldn't fuck anything, just makes everything sharper when hotspotting from now on
Merge from simple_upgrade
blendable: vertex paint tint masks apply per layer
https://files.facepunch.com/matt/1b2711b1/sbox-dev_GItra2hhLI.png
https://files.facepunch.com/matt/1b2711b1/sbox-dev_hO2CNKhDzx.png
Re-exported rock_formation_mid_b_nrm to get rid of import errors
Server sends code archive instead of assembly
Client compiles code archives
Don't try to compile code archives on local packages
Merge from launcher reload bug
Added separate mask tiling and offset and blending to the detail mask in the blend shaders
Apply the same fix when going from loaded-> unloaded (should never really happen in reality, but there's no reason for it to take 0.25s)
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client
Affects crossbow and speargun vms
added temp material values that I think make the ice look better - changes and request written up on task comments
Fixed the double reload bug for all weapons in BaseProjectile
Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes)
Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
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update particle rework scene
fixed colliders on sculpture that were blocking some placement and block upgrades
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
Fix compile error in none.
Remove some randomly added Usings
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
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Ice shader tessellation with phong and bezier smoothing options
Merge from main (keeping main changes to external wall prefabs)