241,381 Commits over 3,867 Days - 2.60cph!
potential fix for RustEmojiLibrary not found error
Fix text sometimes being truncated when it shouldn't
Often occurred in the main menu when a Text was updated from a razor state change
Improve consistency when deciding if to relayout truncated text
Fix PrefabPreProcess using Cast<> instead of OfType<>
Add debug command to print all renderers and number of meshes they are rendering
Client & Server compile fixes
Fixed few issues for the Pumpjack
Added VMatrix.__unm (negate operator)
"Open game menu" on launch bar
Run localaddons.changed when project is activated
Show active game in projects list
Update FP.Nexus (should fix "socket is not connected" errors while server is still booting)
Don't error that the socket is not connected until it was actually started
merge from hackweek-chat-emoji
merge from building_skins_3
Brick skin is now unlocked if the user owns Adobe building skin - Temp for testing
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Remove random using, how did this get here
Get title from title metadata or try StreamTitle if it doesn't exist
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Force ocean fallback on metal (fixes occasional pink ocean in editor)
BaseVehicle and HotAirBalloon GetAngularVelocityServer fix
Helps if I initialize the volume to 1
return zero duration for nopts
Fixed an oopsie with srcds gamemode loading
Increase EffectData:SetHitBox net limit to match the particle name limit
Run DNS resolution in a thread
AudioPlayer -> MusicPlayer in binds
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Dampen speed for viewmodel bobbing offset to avoid jitter
internal constructor, static Play and PlayUrl
added valve anim clips, set up valve to turn on/off during pumpjack loop
Make GetMeta internal, add Title instead
AudioPlayer -> MusicPlayer
Add PlaybackTime and Duration
Small UI tweaks
File -> New Project (for non-game projects)
Try to fix DPI scaling by manually adjusting window size
Don't wait for cloud project fetch when displaying start screen, run inside task
Throw exception if git returns non-zero exit code
Handle exception thrown when git isn't installed differently
aligned brick skin roof UVs proper
Logging channel for audio player
Scrape Effects (#1139)
* Add props to Surface for impact decal and scrape effects / decals
* Use ContactPoint + SurfaceNormal to pass into AddImpactSound
* Let's add decals and particle effects for impacts but try only doing it if speed > 30 - maybe we configure this per surface?
* Add PhysicsImpact struct and use that to seperate effects for Hard and Soft impacts in Surface description (decals + fx)
* Correctly spawn soft or hard physics impact particles + decals based on squared speed
* Add normal from first valid manifold on contact to friction events to pass to C#
* Enable/Disable physics impacts and scrape events as props for now, pass normal from fiction event to AddFrictionSound and create effects where necessary
* Also grab contact center from first manifold and pass to C#
* Use contact pos for decals + effects, try to base effect frequency on energy volume scale, fix decal placement remove particles on friction effect stop
* Set destroy time to 0.5 (this is a failsafe anyway)
* Don't have particles follow entity, do it ourselves so we can set to actual contact pos
* Set forward for scrape particles to contact normal
* Use method for getting inherited surface values if necessary to avoid repeating same code
* Add Mass and Direction named control points for friction particles. Mass is body mass, direction is body velocity normal. CP0 is already setting position and contact normal
* Lower destroy time for effects
* Reorganize scrape data in surface def, lower default values. Don't fallback to rough by default. If it's a smooth scrape and there's no effects for that - do nothing by default
* Surface is considered smooth by default, can set roughness factor higher for rough surfaces...
* Get material for triangle by index for shape 2 on friction events should fix all friction events against world surfaces having hit surface be "default"
* Store friction hit surface (last) and if we've changed hit surface stop any previous effects and sounds
* Remove unused prop
* Remove unused var
* Make EnableScrapeEffects and EnableImpactEffects internal for now
* Make FrictionEffects a dictionary
* Call PhysicsGameSystem.Shutdown on GameLoop shutdown to ensure vars cleared
* Add an Intensity named control point value (0-1) for scrape particle effects to use
Don't lock mutex before checking play job has finished
removed transition from animator, updated render lods and collision mesh connections, hid old pumpjack ladder in prefab
Whitelist a bunch of common codecs
magnet & health pack wobble
progress bar instead of text to show upgrade level
Don't block waiting for play job to finish
Add TryGetMeta and GetMetaOrDefault
Add events for finished and repeat
Old TV: texture size tweaks, added off variant, fixed LOD script, slight emissive fresnel to emulate glass thickness
Proper static noise effect pending a small shader fix from D.
Static weapon ghost instance
Remove some now unused editor script code