239,995 Commits over 3,837 Days - 2.61cph!
Fixed invisible Tomaha in skin viewer when in-game
Fixed some skin models not showing up when using the item store in-game. Except Tomaha, which us being difficult.
Ensured clusters can be expanded when marketplace is open
(Still some issues)
Add WasHit parameter to tutorial npc
Force the tutorial npc player model to always use the same player seed (12345!)
Add server.tutorialEnabled convar, defaults to true, if false players will not be prompted to start the tutorial and will not be able to start a new tutorial
SingleVendor now uses IComparable
List sorts accordions to the bottom
Fix component selector sometimes getting stuck half way
If an animation finishes before the Layout does its size/position adjustments the layout will have final say. Issue exposes itself at low framerates or animation time of 0
Resolves sbox-issues/issues/4890
Less UI edge fade (skin viewer)
Do something similar in hammer (Downloading dragged assets easier to see)
Remove old tutorial gestures (no longer used, we have a standalone tutorial animator now)
SkinViewer lighting polish
Fixed IconRender scene requiring craggy to be loaded previously for proper lighting
updated brick_single_a2 blend
Downloading dragged assets easier to see
added carpet_e floor mat
updated mapping size for plywood_hs
corrected mat group texture for counter_crn_01
updated artdev scene + map for apartments
continued lookdev for apartment interiors
Fixed NRE issues with boat vendor
Add .sln to default gitignore
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Generating points on the fly instead of caching them
Fixed a few edge cases when snapping from one wall to another
Restricted to walls
Check for non uniform scale properly
Approximate hull for sphere collider when it has non uniform scale https://files.facepunch.com/layla/1b2511b1/sbox-dev_cEmmJpViho.mp4
Leaderboard backup, run #9868
Pass prefab import context into DoPrepare but didn't end up speeding up imports or builds
Apply `IDoPrepare` interface to all components with the reflection "DoPrepare"
Change `Rust.Editor.ForceLabel()` to not save the asset (you can't save to disk when importing)
Remove all "SavePrefabAsset()" calls inside `DoPrepare()` methods
Remove all `SetDirty()` calls inside `DoPrepare()`
See if we can skip the "PreparePrefabs" part of build process by moving prefab processing from build step -> import step
- add AssetPostprocessor to call "DoPrepare" methods while assets are being imported
- add IDoPrepare interface to replce the reflection based method
Change nudge shortcut to Alt+ (blocks text input otherwise)
Add "op_ui_objectives_force"
Implement InventoryContainerPanel/Slot, layout grid and non-grid inventories
https://files.facepunch.com/tony/1b2411b1/sbox-dev_heTLhXRngc.png
Build runtime models ray trace objects with mesh collision data, this makes more sense for now and doesn't fuck up triangle order when you want multiple materials
Add arrow key nudging to scene menu https://files.facepunch.com/layla/1b2411b1/sbox-dev_jsu3UScQxU.mp4
Add IMaterialSetter for material drops
UseRenderMeshes for material drops as they don't care about tags
Can filter packages by contest:{contestid}
List contest entries
Randomize entry list
GetPackage speed up
Fix code highlight
Filter contest entries properly
Why does SerializedProperty have 4 virtual methods to get attributes?
Fixed SerializedList.Parent
Leaderboard backup, run #9844
tutorial end cinematic mixdown tweak
Partial revert of
93310 to re-enable 3D skin views when item store is used while in-game
Fixed issues lignting with store when in-game