241,381 Commits over 3,867 Days - 2.60cph!
[ pick ] Pick reprojection transform constants from SSR branch
Racer Helmet
https://files.facepunch.com/daniel/1b1311b1/HELMET3.png
LODs coming asap
Merge from global_networked_bases -> aux2
Hook up video_bitrate and video_framerate to recorder
Leaderboard sort order and unit type
Provide connection protocol to remaining nexus redirects
Updated FP.Nexus to reflect port field changes
Moving repeated bits into NexusUtil
Allow drag and drop for skybox materials.
Creates a env_sky, Materials must be tagged with "sky" or "skybox"
1.5 local scale for pistol
Try to preserve child local scale when bone merged https://files.facepunch.com/layla/1b1311b1/sbox-dev_H6RHi9sauH.png
Network++ (isolating staging in case we cherry pick the previous changes with protocol 2400 to release)
Update to include query port
Fix tests
Leaderboard api support from/to datetime
Can switch leaderboard between sum, min, max, median, latest
Better control over currently mounted project in Explorer dock
Backport simple water from SSR branch
Water fog and refraction
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
no reqs upgrade drops powerup
bounce target upgrade, double down, etc
fix NaN position bug
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Add ffx_sssr shader headers from SSR branch
merge from ping_sfx_slider
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Merge from hackweek-chat-emoji
Speculative changes to prevent RustEmojiLibrary NRE's
Make Voice.Decode internal
Apply to cloud models too (whoops, ty @bakscratch)
Use own GameManager.OnDragDropped - create Prop instead of ModelEntity for breakables
Revert
84733 due to unresolved issues with some physics situations like stacked items
LookAtWeaponRack UI cleanup
Add DisplayName and Description to leaderboard response
Simplify friendships
Pass leaderboard display name and description down from api
Split leaderboard urls so we can group analytics better
Simplified and cleaned up some placement effect stuff
Pumpjack materials update
Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different
Backport Hierarchical Z Downsample and FindOrCreateFrameBufferTexture from SSR branch, clean it up
merge from patrolheli_water_fixes