241,047 Commits over 3,867 Days - 2.60cph!
Change `RenderSlices.Length` to `RendererCount` in the PreCull job
attack prefab polish
added screen bounce to launcher attack
Rocket launcher attack fx revamp
Merge from global_networked_bases -> main
Fix "ghost blocks" appearing due to PreCulling job not reseting slice when a mesh count goes down to 0
Fixed errors on materials w/o refraction
Show player level in main menu
GPUBuffer data preservation / copy when expanding is now optional
Fixed FreeNativeMemory before AllocateNativeMemory in a few subclasses
Fixed a few == vs <= "better safe than sorry" cases
PreCullJob now runs after LateUpdate instead of after Update so changes in LateUpdate doesn't mess things up
Fixed DrawCallManager.AddDrawCall not immediately updating if it was resized
Disabled by default on OSX standalone until we sort out the memory leak
Fixed some issues with --normal-rendering
Show player level in chatbox
Slight tweak to help reliability (#17)
Fudging epsilons to make things more reliable
Xp tweaking, added xp bar to main hud
Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset
Tidy up, use same code path for lerps
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Fix errors that kick the player not including the serverAddress to sentry
Include loglevel of error so we can see what errors kick people
Fix "list prefabs" editor button erroring
Disable instancing on ladder
Merge from /main/water5-black-flicker-fix
Merge from /main/shader-fix-2 (6P lit particles, edit-mode lighting, smoke & censor fixes)
Reverted some debug changes
Fixed global intensity not fading properly
Added downscale property for temporal RT
Defaults downscales now = 1
Only use fallback inside Lerp functions if from/to are null
Move null checks into Lerp functions, remove logs
Hammer: move particle drop target to C# support cloud particles too
Don't use partial package for map view drops, unreliable package type
Add event for when xp is changed, set default XP to something that isn't zero
added metal_painted_c + rust_b + rust_c + appropriate blends
https://files.facepunch.com/jason/1b1711b1/opera_ICEI68gxPM.png
Refactor levelling progression to be static, with a link to the component for displaying levels for others - so we can get this data in menu
Refactor progression around a generic enough persistence system
Moved the rest of the assets to Asset Party
https://asset.party/facepunch/sboxassets
-This should be all the assets moved over now, I may have missed a few uploads
Minimal Template pawn use Cloud.Model Watermelon
FPArms: shadow-blocker mesh prototype (kept disabled for now)
Merge from airpatch_media
Relax non-ironsight fire scale
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
Merge Main -> Experimental
Fix missing code from previous commit
Another fix for the boat drift system
Animgraph: Default fov back to 60
Remove use of CancelWebAuthTicket in WebSocket.Connect, was crashing dedicated servers
General improvement to boat drift-to-shore. Added InvokeRandomizedFixedTime
tweaked cutout spider web mesh positions to match older mesh positions, used one of the cutouts as the guide mesh
Clear burst fire state if we run out of ammo while bursting