249,480 Commits over 3,959 Days - 2.63cph!
Expose IsValid() to ActionGraph
https://files.facepunch.com/ziks/2024-09-09/rwuGmEnsdg.png
Fixes Facepunch/sbox-issues#6376
Group object-targetting utility nodes
Remove remnants of fsm tags, add strafe mode to path follower, add CanSeeTarget fsm transition
Support empty <style> block in .razor files
Resolves Facepunch/sbox-issues#2725
Clear texture after creating texture if no data was set, instead of refcount hack
-allowlocalhttp works for WebSurface in editor only. Also limit Http local http to editor and headless (dedicated server), players should never be able to accidentally opt in
Facepunch/sbox-issues#5774
Update compiled shaders with relative cubemap luminance
Make sure wolf can transition from hurt to death
Fog Fix (#1661)
* Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
* VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
* Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
* Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
* These convars don't do anything or are redundant, some notes for tiled rendering in the future
* Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
* One lightbinner per volumetric fog rather than creating it every frame
* Start removing fog clipmap rendering, there are better ways to do this and it's massive
* Disable clipmaps on managed code, clean up shader code
* Remove VR-specific frustum stuff from volumetric fog
* Get rid of redundant data
* Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
* TAA stub
* Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
* Proper fog TAA with ping-ponging accumulation textures
* Iterate fog denoising
* Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
* Final cleanup, fix fog density, fix obsolete error
Merge from world_update_2
Disable the glue prefabs in compound for now to resolve error on joining
Fix incrementing times visited a level
merge from FrankensteinMask
Map Voting: only show enabled maps
Create StatIncrementerHighestTeam.cs
Add TeamScoring.GetHighest()
Don't flush stats
Use highest team stat incrementer on defuse win
Stat incrementer for TDM as well, intentionally not set for other modes for now
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Reset first half of scene weapon items to default materials
Merge from world_update_2/waterwell_update
Added the "Too many layers used to exclude objects from lighting blabla" warning log to the list of ignored logs, for the sake of my sanity
Increment win stat when winning a defusal match
StatIncrementer can pass a gamemode-specific stat too, add GameMode.Ident
fixed survey charge lodding and culling too early, fixed broken materials on LOD1
Set server browser tags min height to 14, so their height doesn't shrink based on the string used (was happening with some languages too)
Added Waterwell NPC Mask model/materials
Deleted waterwell modelviewer files
Added min/max height settings to RustText
Only draw the min/max fields if auto size is true
Set Tooltip text min height to 24, so their height doesn't shrink based on the string used (was happening with some languages)
Removing some old defuse map files that we don't use, and I open it every single time when trying to open the real map.
RustText SetPhrase method can now take arguments and will call SetPhraseArguments
Allow multi-selection when converting LocalizeText components
Minor Phrases update menu items naming change
Localized inventory item splitter "Enter split amount..." text
Localized IOEntity crosshair info
Localized crosshair health and stability texts
Implement Pooper achievement / stat
Implement Go Faster Stripes achievement
Implement consecutive win / Winning Streak achievement
Implement Ace! achievement
Handle WebSurface.Url null, remove duplicate private url check
Fixes Facepunch/sbox-issues#6380
Add libstates, update libevents
Revert old-style state machine implementation of spike trap
Fix host spawning twice (?)
Level and time stats update for completed level
Misc json changes
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Fix wolf sight tracing to prey feet, often causing it to be blocked
Fix wolf hovering slightly above ground
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merge from empty_bind_fix