249,482 Commits over 3,959 Days - 2.63cph!
Add mega basic embed block support for youtube embeds
Merge radioactive_water -> world_update_2
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Fix shadows not showing up on non-scenecamera views like Hammer
Added --main container too
Add StreamingWorld.Clear()
Fix SdfWorld.NeedsMeshUpdate
Merge: from main
Tests: built all modes in editor
Update: document and test StringView.IndexOf
Tests: ran the new unit tests
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
Streamline wolf interruption behaviour, assign target upon hearing noise
Polish and budget NPC hearing, reduce charge range
Radtown no build increased
Dropzone position change
S2P
removed hurt volume from the frontier gate
fixed offsets in the frontier gate prefab
setup renderer lod on the frontier wall variants
Services api (#1658)
Nothing should visibly change for end users
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
Don't run physics in editor
Leaderboard backup, run #
13708
Applied new changes to ak for testing
Fix package error version
Exposed support for IK hint on left hand
Get rid of this optional render attributes, add it when it's needed
Simplified editing process, eliminated a few button presses
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius.
Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
Allow for multi-bounce reflections on EnvmapProbe
Make sure all cubemaps are up to date when loading/unloading mapinstances, cubemaps placed on scene weren't getting updated
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
GPU Shadow Culling light list is stored on camera where it should belong rather than on lightbinner, a lightbinner can be shared across multiple views causing issues, this also guarantees proper lifetime of list since lightbinner pool is only flushed on shutdown
https://files.facepunch.com/sam/1b0411b1/sbox-dev_Esvot2kDTb.mp4
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
More robust code for RefreshLockState
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
DrawSceneObject can take attributes, by default these will come from Graphics.Attributes so Graphics.SetupLighting will now work with scene object render
Update model components, disable deprecated stuff
Fix conflicting right hand aim