241,282 Commits over 3,867 Days - 2.60cph!
Merge Main -> Attackhelicopter
Parachute straps now properly attach to player's back (temp until more final art)
Merge
85110 -> AttackHelicopter, make sure the prefabs are right
Rewrote "MeshScheduler" into 5+ different classes and split responsibilities
Replaced block allocator with fixed size cell allocator
Refactored tons of code to make it readable, organized and reliable
Much more accurate and faster way to calculate max depth on tiled light building by using depth hierarchy, increase tile size to
Clean up API reference styles
Another fix
More fixes, UVs for cut faces
Show ping for each zone on the server list nexus modal
Add a header for the zone table so it's clear what the numbers are
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry
Fix atmospherics not showing up on editor for shadingmodel shaders
Compiled shaders
Obsolete fixes, made mouse looking work
Input is available in the game menu
* Setting Mouse.Position works again
* Fix ButtonEvents not flowing to UI
* GameMenu fills out Game.Server partially, loading input actions
* Add Panel.ButtonInput
* Fix Panel capture mode not working
* Fix cursor disappearing during loading
* Restore the cursor back to its original position after capture mode
* Fix game keys not unreleasing when another context takes over
* Pass escape down to panels, hold escape to close game
* Fix cursor not showing when it should
Fix cursor not showing when it should
Optimized textures
Mat polish
Set icons for the nexus join modal
Handle exceptions when using -project
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Fix game keys not unreleasing when another context takes over
Pass escape down to panels, hold escape to close game
https://files.facepunch.com/garry/f816302e-5c42-4d7f-ae5f-3300d77f931f.mp4
Demo recording thread safety
Updated LODS for Pipe Wrench and Spanners
Renamed Spanner Textures to match naming convention
Changed LODing Method on specific Spanners
Native Plat_ExitProcess calls managed Environment.Exit, this way AppDomain.ProcessExit events will always execute such as to flush Sentry events
Move bootstrap error dialogs to managed, display exception and make sure it lands in Sentry
Fix rank creator textbox not being readonly when the player doesn't have permission to create ranks
Fill in the blank on the help message explaining the clan table
Moving more stuff to textures.split.split.bundle (test)
Inner/outer consistency stuff
Initial extra bloom
Leaderboard backup, run #4597
Fix cursor disappearing during loading
Restore the cursor back to its original position after capture mode
Panel.PaintManual does not rely on setting parent to fix clipping
Fix Panel capture mode not working
When loading game project (through welcome screen), if it fails to compile, don't immediately bail - load the project but don't show menu
Set LastSkiPosition
Replace .addon
Panel.ButtonInput will direct mouse buttons too
Saving a game stores current MaxPlayers in metadata. Fixed default menu Load Game not working, make it look OK.
poison bullet upgrade
more poison upgrades and sfx
spreading poison upgrade
mini player upgrade
negative recoil upgrade
anarchist upgrade
slow movespeed while shooting upgrade
random unique, random existing upgrades
poison touch upgrade
levelup existing upgrade
self damage invuln upgrade
recovery period upgrade
intangible while reloading upgrade
timer digit damage upgrade
Disable all game projects when entering content mode
Remove default pitch * 1.5f from Entity.BuildInput, just something we kept moving around from Source native
merge from industrial_grade_upgrade
merge from /main/nuclear_missile_silo/flyby
GameMenu fills out Game.Server partially, loading input actions
Add Panel.ButtonInput