241,440 Commits over 3,867 Days - 2.60cph!
Viewmodel on/off function
New flare FX & related files.
Torch texture size optimization
Glass material tweaks
Fixed ragdolls still sinking into vehicles a bit as the vehicle moved (most visible via scrap heli ascending with ragdoll in the back). Was caused by still have rigidbody interpolation on on the ragdoll when doing server-side simulation, which was giving it a slight delay.
Revert accidental TriggerParent change
Removed DoMovingWithoutARigidBodyCheck method from BaseEntity.Server. This was unused and hasn't been an issue since Unity 5.
Match corpse position sync parameters to vehicle position sync parameters. Keeps corpse world position properly in sync when on a moving vehicle. Since limb positions are local, we can get away with updating them less often - keeping the base position accurately in sync is enough.
Reworked inner bulb and outer glass with new shader features
Fix stylesheet path
Start on the game menu
Basic main menu layout, temporary logo
Menu card tweaks
Move all our menu stuff into MainMenu/
Prototype co-op card
https://files.facepunch.com/alexguthrie/1b0611b1/sbox-dev_OcswJRxiL2.png
Simpler menu layout for new users thru cookies
Hexagon shape in logo
roof_metal_panels_a1_hs and flashing meshes
Show details for nexus when clicking on one in the server browser
Call it ScrapeEventData like CollisionEventData and move it out of Entity
Use ScrapeEvent incase we need to add/change params later
Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later
Added fresnel-style emission fade option to "Rust/Standard"
Fixed DGrid (#1975)
* `DGrid:Clear()` now works correct
* Ignore invisible children in `DGrid:PerformLayout()`
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet
Shadows now work
Whitelist mp4 and webm to avoid going any further than we have to
Various changes in README.md
- fixed a typo
- re-did the examples (newlines were broken)
Merge pull request #2 from PotcFdk/master
Improved README.md a bit.
Limit input formats to mp4 and webm
VideoPlayer.Play that takes a url checks if it's actually a url
Progress & some stuff for Diogo
Morph shapes for the Decorated Beard
added bear turning additives, animator updates
Modeldoc: Compile skeleton with ALL bones no matter if they're used in skinning or not
Add the GlobalRendering component as an entity
Spawn on server as important entity
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
merged from vision:
Reworked field of view for Scientists.
Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it.
Fixed rear vision detection and simplified it, always detect out of vision but very close players.
Updated all main scientist prefabs with new vision stats.
Directly write to Logger during hotloads
Include path and member in hotload log messages
Allow nested FormattableStrings in log messages
So that their args can be inspected too
Standardised vision stats of all scientist prefabs to new values
Fix order of operations when rendering drop shadows
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
Slightly increase random movement area range in combat state
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check.
Fixed a bug in excavator scientist entity mem reference slot.
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
AIArena nametags now show the AI design filename too.
Fix func_voxelsurface to the new way of getting the surface face
ShaderGraph: Fix formatting on generated code
Add blendmodes.hlsl until shadergraph just generates these functions
ShaderGraph: Fix NRE when identing generated code
procedural.hlsl isnt in common anymore
ShaderGraph: Only find nodes derived from ShaderNode
ShaderGraph: common/proceedural ->common/procedural
Fixed SC rocket splash damage issue related to wall corners