241,426 Commits over 3,867 Days - 2.60cph!
Applied
83295 without water5 => Fixed post-merge shader errors
Applied
83356 => Removed unused and broken dependencies from RustStandardShaderGUI
Cherry picked
83070 from diversuit => Added fresnel-style emission fade option to "Rust/Standard"
Ambient lighting reapplied (based on 83385)
tweaks to lighting prefab (floating prefabs)
Queue thumbnail build requests from native instead of doing it immediately (fixes "Reentrant call to CResourceSystem::BlockUntilManifestLoaded")
Can publish particles
Particle thumbnail/video rendering
Video step for model/particle upload
Api.Post calls progress
Upload page previews, progress
Remove video button
Run PutAsync in a thread so the stream reading doesn't wait between frames (faster uploads)
added some off lights to balance lit one on buildings
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merge from navmesh_spam_fix
Destroy stuck animals after failing to find valid navmesh 5 times in a row.
new textures for industrial light fixtures
updated meshes, added an extra LOD in the lod chain
updated related lighting prefabs
tweaked emissive in materials to relfect changes
Leaderboard backup, run #3865
Fixed normals missing entirely from rivers (and I think lakes)
Fixed diver torch animation transitions (set to 0 transition speed as the override changes immediately)
Refactored AddStartingFuel. And tell Tugboat to spawn without any fuel.
Use vehicle spawn points for tugboat instead of generic ones
- Added two spawners for tugboats to each of the two harbour monuments
- Made any static tugboats at existing harbour monuments look obviously sunk, i.e. non-operational
Weapon worldmodel LODGroup consistency pass. Applied to prefabs.
Fix mistake in texture attribute
3p torch updates, override updates
ShaderGraph: Initial support for vertex shaders. Some nodes wont be compatible in vertex shader yet. https://files.facepunch.com/layla/1b2011b1/sbox_H3xg9p6hOS.mp4
Prevent Building volume for the Cargo Ship. Branched for now until we solve the breaking ladder placement.
Prevent Building volumes for the Tugboat, with the option to either allow everywhere except the bridge, or allow only the lower enclosed area
Moved roof trim and metal trim to asset party
https://asset.party/facepunch/sboxassets
Delete unused "pre baked vertex animation" combo from complex
Make sure fast hotload related error reports are grouped correctly
Failing test reproducing #1087
Gracefully handle NotSupportedException during fast hotload
Fixes #1087
Undo accidental changes to DX11 light cbuffers
Fix header
Fix package card links
Cleanup org header
Fix some NPCs that create entities crashing when at the entity limit
Sandbox tool & constraint library improvements when at entity limit
Added filter_activator_context and filter_activator_model
Added new inputs/outputs to func_tracktrain
New inputs:
* SetMaxSpeed
* MoveToPathNode
* TeleportToPathNode
* LockOrientation
* UnlockOrientation
Outputs:
* OnArrivedAtDestinationNode
Tugboat control panels update
Tweaked door frames to match standard door
Added a custom tugboat door variant that matches standard door sizes
Tweaked tugboat cabin and added a driveable version of the mesh again
LODgroup consistency progress/backup
Worldmodel LOD consistency WIP
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RenderTools::Draw - stick to instanceid input layout, fixes water and world panels (I'm pretty sure it's the shaders using this wrong, but I'll come back to it)
Make sure fast hotload related error reports are grouped correctly
Failing test reproducing #1087
Gracefully handle NotSupportedException during fast hotload
Fixes #1087
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