250,083 Commits over 3,959 Days - 2.63cph!
Fixed up card phase panel for when a card inventory is empty
Depth of field, animated avatar circle
Fixed incorrect hit sfx on all ores and wood piles
Add cursor to UI buttons
Collision rules for sounds vs players
Adjust UI style a bit
Waiting screen UI changes
Update SpriteTools
Started Creative Tab
Fix Pickaxe targeting
Change networking config
Fixed cursors
Fix cursor resetting in certain states
Show pointer cursor in gameplay when held item is usable at mouse position
Disable Day/Night Cycle for now
Redid XP bar styling
Updated Vitals styling
Update CoinsPanel styling
CraftinPanel restyle
added spine 3 to humanoid mapping in rustplayeravatar
- added convar + option to experimental settings for clouds, off by default, renders billboards if off
- initial basic temporal upscaling, renders full res cloud image over 16 frames, some issues to iron out but significantly improves performance
- add cirrus clouds and configurations for them
- fix sun mesh not being occluded by clouds
- fix cloud display mesh sorting
- further configurable parameters
- clean up/organize code
Revert PR#2089
Causes regressions with spawnmenu help text and other issues
Optimize DListView_Line
Adjust DButton's text inset when an icon is present
8 px is consistent 4px on each side of the icon
renaming of unarmed anims to match maya source and new convention
Added `-softenCosine` for VRAD
Revert DLabel changes
The changes cause issues with spawnmenu help text and other people's code.
Optimize DListView_Line
Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
Added asyncUpload settings to mandatory defaults
Set shadow cascade splits in mandatory defaults
Remove the massive lump of disabled code I forgot to delete
Merge indirect instancing
Implement indirect instanced rendering system
Temporarily re-add old SWEP localization tokens
More work towards `-StaticPropBounce`
Re-implement OutputNodeDefinition.OnBuildExpression
Test fixes, cleaner generated expression tree
Particle raycasy budget preset values
▅▇▇▄▍▄ ▉▊▌▉.▉▄▊▌▊▋▍▆▇▅ ▌▌▇▄ ▍▋▆▄▌ ▉▇▄▍▅▊ ▋▌▊▌▆▇▍█▍ ▋█▄▍▋ ▌▌ ▆▆▍▍▇▍ ▇▄▆▋▉▋▇▆ █▄ █▆▍ ▍▇█▄ ▋▍█▇ ▆█▊ ▇▆ ▄▊▄▋ ▍▅▆▋▉▊▊▉ ▌▅▄▋▆█ ▉▊▌▍▉▌▆▆ (▍▍▊▄▊▉ █▇▋▋ ▅▋▄▆▍▅▇▊▌ ▉▍▌ ▇▊▍ ▄▅▊▇▄▅▅▉▋)
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive
* Non templated version because sometimes your buffer will have various types
* Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader
* Added additional error checking, exposed readonly properties for count/size/usage
* Added CodeUpgrader for ComputeBuffer -> GpuBuffer
* Fix Terrain materials buffer overflowing its gpu buffer
Unify layer tool: implement manual undo/redo stack (works around issue with unity's undo where some meshes get messed up if any changes are undone on them)
WIP: ValueScope fleshed out
WIP: Some graphs can run again
bookcase_01 + cabinet_b
also allowed metal_trim_02 mat tinting
Adjust spawn rates on some cards
Catapult item pickup and drop sounds
Added streaming texture presets
Ballista bolts world models and pickup/dropped sound
Some more logs dotted about
Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture
Fixed siege tower pulling flag colliding with tipping flag
Adjust blocker bounds for arena 3
Adjusted siege tower model pos so it doesnt spawn clipping into the ground
Nav mesh for arena 3, nav blocker