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Don't show on default 5.56
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++
Leaderboard backup, run #
15701
Make Connection.SteamId and PartyId a SteamId
Make Game.SteamId a SteamId
Networking.TryConnectSteamId takes a SteamId
Add SteamId.AccountType
Add steamid to bytepack
Store last connection string globally for reconnect. Allows you to reconnect to your last server even when disconnected. Fix a bug where host changed may be called when not appropriate, such as an initial connection.
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
Fixed reconnect command
Set _ownerid before lobby owner transfer as well and pre-empt owner data change
Make sure go.Network returns network root network accessor like it did before (Fixes Facepunch/sbox-issues#7044)
Just return out if we're headless when shutting down user cursors instead of assert - fixes dedicated server not starting
Better handling for root network accessor
Merge from oxygen_qol_tweaks
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory
Fixed some rounding issues when using dive tanks after the last commit
Increase depth required to start losing oxygen to 1 (fully submerged)
Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
Merge from launcher reload bug
Print reload time option now recommends a reload time based on a 0.34ms buffer
Updated both rocket launchers again
Merge from modding_prefabs
Added new greybox scene containing all cube prefabs (for testing)
Backlog of unsaved mapping/modding prefabs:
- More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster
- Cold and heat volume variants (low, med, high)
- Toxic/radiation water cube + cylinder prefabs
- Admin spawnable invisible 3x3 cube + wall
- Static fire prefabs (looping)
- Static xmas light string prefab
- Static spraycan decals
- Birthday cake prefabs
- Invisible static PressButton
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled
Weapon case LOD adjustment and texture fix
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
Update path of build-shaders, upload all shaders as artifacts
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update shaders, might get stumped with AO changes but i'll just build them back
move clouds to branch off main
- clouds can cast approximate shadows on world
- add exposure/contrast parameters
- add dedicated configuration for coverage worley
- adjust atmospheric haze mie scattering
Weapon Case and packing Foam texture/mesh update and material creation
- Got recent transactions displaying
- Fixed index
Fix rectangle tool erase not erasing autotiles properly
Added autotile preview support to Rectangle Tool
Fix Rectangle Tool issues
Added Autotile Preview to Line Tool
main -> vendingmachine_transaction_history
radiation_cube_support -> main
- Code cleanup
- Minor bugfixes
- Reserialised sprinkler
Proper feedback if we're looking for a game
Hold the weapon in hold bone if we're proxy
Make spawnpoint assignment deterministic
Actually set the player's position
Subtract merge from broken queue_improvements branch
Cherrypick menu loading screen change
Cherrypick code changes from queue_improvements onto new branch
If we can't find a lobby - make one
Use your own clothes
Painting with an Autotile Brush now displays how the tiles will change before you paint instead of showing blank previews
https://files.facepunch.com/CarsonKompon/2024/November/26_14-50-ForthrightPolyp.mp4
merge from queue_improvements -> aux3
Fix compile error by adding missing namespace
Fixed player spawn assignment
Menu styling