240,764 Commits over 3,867 Days - 2.59cph!
Move a bunch of stuff in VRNative, clean up
Fix cooldown missing from shotgun trap after it fires
Protocol::Network++ Complaints of CEnvCubemap invalid class index
C# prop_static, this isn't a game spawnable entity, just a way to get prop_static out of fgd
Merge from rail_network_link
Merge from experimental (rebase)
reduced patterning on brutalist wall segments
Tweaked MaxDepth and MaxFloor for caves in World Setup
Underground environment volumes now forced underground during placement
Underground and building environment volumes now prevent overlaps during placement
MaxDepth, MaxFloor, MaxCount are set in inspector
More prefab work (dungeon volumes, environment volumes)
Delete VR project
Simplify MaterialSystem2 VR code, don't do any native VR setup
Initial basic managed openvr setup - just logs hmd position to console for now
Debug all tracked devices
Skeletal input data
Actions, action sets, action state, analog input data
Move native wrapper functions into VRNative class
Rename enum values
Remove unused input source strings
Hook up compositor, settings, device properties & info
Move constants
Fixed opacity mask error in foliage-billboard shader caused by recent changes
Initial tests for static call wrap
Procedural cave piece tweaks
Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
Oog cubemap fog (#1288)
Cubemap fog properties on camera, C# env_cubemap_fog
Water catchers now fill much faster when raining, even faster in stormy weather
CubemapFogController struct to class
Internal cubemap write
Summaries
remove native cubemap fog
Added conversion operator from Delegate to ActionJig
Update cubemap fog in clientdll
More procedural cave piece prefab setup
GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
Add cubemap fog properties to camera, write to attributes
Clean up groups.vgc, sbox_game.sln can be everything -thirdpartylibs
texturedictionary to materialsystem2
Added procedural cave generation to World Setup
Added TerrainPathConnect to procedural cave entrances
Added InfrastructureType.Cave
Initial socket setup for the cave pieces
Fix BBox not serializing to json right
Ensure Account.Memberships is not null, cleans up having to validate it everywhere
Groundwork for starting the game without connection to steam servers / our API
AssetBrowser: Only show cloud tab if we're connected
Add a hint to editor window title to dictate if we're in offline mode
UI: Replace content on Home/GameList with a hint if we're not connected to the Api
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Refactor simple actionjig test
Initial sockets for procedural cave entrances
Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
merge from player-heli-sound-polish
merge from HomingMissileLauncher
Merge from rail_network_link (to avoid merge conflicts later)