241,388 Commits over 3,867 Days - 2.60cph!
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Apply first update to damped value with no damping to initialize to target
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AnimGraph: Set damped value to target value on first update
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null check g_pApplication just incase
ShaderGraph: Compile textures so that images can be used for texture nodes https://files.facepunch.com/layla/1b0711b1/sbox_EXhMp9FGvJ.png
Disabled Water5 corrective forces on boats if they're not at least 50% submerged in water
Exhaust & damage states WIP
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vfxc: can output preprocessed hlsl for vulkan
Use two stage macro expansion for RenderState and SrgbWrite so token pasting combos (and other defines) works as intended on DXC
Fixes RenderState being evaluated incorrectly on Vulkan and doing nothing or worst case crashing
`RenderState( CullMode, D_MYCOMBO );` was getting evaluated differently as FXC had some non standard macro expansion rules:
FXC: `string g_renderState_CullMode < string arg1 = "1" ; > = "" ; ; `
DXC: `string g_renderState_CullMode < string arg1 = "D_MYCOMBO"; > = "" ;;`
DXC's -flegacy-macro-expansion wasn't doing anything either
Reduce chance of player getting killed on inner tube when colliding with a tugboat
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Citizen/animgraph: prevent animation hitches that could happen when strafing back and forth or changing directions (see commit comment) + improved noclip blend
In order to have movement cycles always start from the same phase (left foot passing the right foot), the state machine in charge of tagging would send a reset signal every time the movement speed would go from under 2 u/s (defined as idle) to above 2 u/s (or 100 u/s in one tick). However, strafing back and forth or changing directions could satisfy these conditions right away, and the received signal would not only reset the 2D Blendspace, but also the newer lean layers, creating a visible hitch. The implemented solution is a second set of state change conditions. The current conditions still exist, but don't send a reset signal anymore. The new set of conditions can still send a reset, but they also require to have spent at least 250ms under 2 u/s first. The defined transition priority order now sets the newer set of conditions to the first slots, to then make sure the time condition can always get evaluated first.
Ping sfx now fall under the game sounds audio slider
Remove old, very out of date and no longer used list of radio stations in StreamingAssets
Citizen/animgraph: your input direction is now visually reflected when airborne
https://files.facepunch.com/maxlebled/1b0711b1/airborne_wish_lean.webm
Vulkan compile for wireframe shaders
Set wireframe color as an attribute rather thaan dedicating a whole cbuffer to it, fixes hammer wireframe being dark as well since that data was not being set correctly
poster support for cl_leveloverview
Pirate Outfit!
Pirate Outfit - Adjustments to Skinning and LODs coming ASAP.
https://files.facepunch.com/daniel/1b0611b1/Photoshop_JM6t21LgUC.jpg
https://files.facepunch.com/daniel/1b0611b1/pirate.png
https://files.facepunch.com/daniel/1b0611b1/pirate02.png
Backport simple water from SSR branch
Update citizen aoproxies
Merge branch 'water-backport'
Water fog and refraction
Don't create pegs in take-only mode.
Items can now be flagged as not removable.
Don't show UI options for invalid actions in take-only mode.
Better (temp) spawn randomization.
Cleanup and spawned loot items that don't fit.
Some fixes/refactor, general wip.
Auto-start cloud projects when downloaded from start screen
Rename "empty" to "content mode", add "-skip_start_screen" command line switch, works with jump list
StartScreen Section -> Page
Shut down engine properly when start screen is closed 🤦
Fix cloud project cloning, move into Utility
merge from building_skins_3
access button
Merge branch 'main' of sbox-assets
dirt_pile asset kit
https://files.facepunch.com/jason/1b0611b1/sbox_3sslhy0VTY.jpg
First pass at edge styles
Might need to rethink this, large edge radii cause problems
Get file/line in error report stack
Add a convar to hide the nexus tab on the server browser
Prefabs being migrated to new format in a separate commit
Change `InstancedMeshFilter` from List<Renderer> to single Renderer each and have multiple components
Refactor existing code to work the new component data layout
Store server protocol in the nexus so the client doesn't need to guess it when connecting/transferring
Convert DeployGuide to Graphics.DrawMesh() only to find out it's only used for codelocks
Start converting ConstructionPlaceholder over instead
Getting ready to convert all InstancedMeshFilter to be applied to every MeshRenderer instead of "one InstancedMeshFilter per prefab"
cherrypicking
84527 (client only)