240,581 Commits over 3,867 Days - 2.59cph!
Fixed sunlight scattering in clouds looking square and not matching actual sun direction
Can call nested action graphs with output values
Fixed attempting to get value of input signals in graph nodes
gingerbread triangle roof gap
Fixed action graphs without a primary output node
Action graph output value support
More tests
Remove dig as a menu option.
Override Hurt to dig.
Adjustable dig distance.
Temp flag model changes.
Dig mechanic changes.
Lobby socket basics
Connecting via lobby works
Lobby joining
Allow host status to change
Functions to query lobby list, connect to one, disconnect
Remove JoinOrCreateLobby
Disconnect when play stop
Lobby list scene
More global usings
Component to automatically create a lobby
Material.AmbientOcclusion float3 -> float
PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway
PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too
Material shading API can be used without common PixelInput
Internals rewritten to remove reliance on a commonly defined PixelInput
instead every function just takes what it needs.
The only public methods you may have been using were changed like so:
```diff
- float3 TransformNormal( const PixelInput i, float3 vNormalTs )
+ float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs )
- float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs )
+ float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs )
```
Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... )
stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work
with the common PixelInput include.
Material::Init() added to initialize a Material with default values
Geometric normals are now distinctive from normals in Material too, this
is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png
And a lot of tool vis modes were fixed too.
Legacy bow model and texture updates
viewmodel and world model changes
Build fix for teleport commands
Materials after prefabwarmup (definitely not enough)
merge from align_client_forward
merge from teleport_commands.
merge from modding_prefabs
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merge from building_skins_4
merge from pickup_car_lift
fixed offset in gingerbread triangle roofs colliders
Leaderboard backup, run #7468
GameObjectNode is editable
Add basic editing to TreeView entries
* BaseItemWidget added OnBeginEdit virtual method
* Implement editing to TreeNode & TreeView
Merge from Twitch_Rivals_IV/map
Add `player_state_cache_evictions` convar to print the number of times the cache has been evicted due to not enough capacity
Add `player_state_cache_count` convar to print the current size of the player state cache
Add `player_state_cache_size` convar to change & print the capacity of the player state cache
Increase cache size from 1k -> 10k to reduce the cache misses & reserialization when at high pop with teammates offline
Merge from Twitch_Rivals_IV
Prevent wire tool from NREing when trying to right click remove points if it gets into an invalid state
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Added new entity privilege system. Swapped legacy shelter over to using it.
Only begin editing if there's a selection
Shift things around a bit
Oops, already had some code for PositionTickRate
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
Added support for showing all members of every team on the map while spectating
For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data
By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams)
Map markers are shown in the correct team colour and will match their nametags
RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team)
Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items