241,185 Commits over 3,867 Days - 2.60cph!
Fix Widget.GetChildren shitting the bed if more than 512 children
add Grid system, beginnings of Create map page, change header logo
Correctly clear ammo slot details before setting
█▍▉▊▍ "▇▋▋ ▍▍▌▊ ▄▇██▄ ▌▌▊▅▅▆▍ ▍▌▄ ▊▅▆▊▄▊ ▇▄▉▄█▄▇ ▊█▊▊▍▍▆ (▄▇▊▊▉ ▉▅▅▆ ▋▉▋▅▇ ▅▉▊▆)"
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
ShaderGraph: Triplanar texture mapping nodes (#1198)
Added Texture Triplanar and Normal Map Triplanar nodes
Can no longer deploy drone on tugboat
SocketMod_EntityCheck and SocketMod_EntityType have a default error message
ShaderGraph: Triplanar texture mapping nodes
ShaderGraph: Triplanar node tweaks
ShaderGraph: Fix default settings for NormalMapTriplanar node
Added TestMission field on Tutorial Island component, if set the tutorial will launch into that tutorial instead of starting the NPC conversation
Resource dispenser pings now work for corpses
Started on a hunting mission
Some folder cleanup
Leaderboard backup, run #4853
Fixed tutorial resource pings not working with multiple resources tagged at once
Fixed tutorial resource pings not working on hemp collectables
Fixed crafting menu not updating immediately when the crafting menu is opened
Rock and torch are always allowed to be crafted
Player model now looks for colliders on the transparent layer for footstep effects, fixes footstep sounds not playing when walking over a collider that's on the transparent layer for gameplay reasons (eg. sewer_chimney_top)
Tugboat sink much more slowly on death.
v_mp5: deploy & reload animations + animgraph
Fixed jackhammer not playing third person animations
Fix campfires not affecting the temperature of nearby players when deployed on a tugboat (local space issue)
Fixed spinner wheel not rotating in local space when mounted on a tugboat
Fixed not being able to rotate wood storage box
Fix emoji fields allowing user controllable rich text
Merge Main -> TugboatJuly
ILHotload runs hotloaded event
adjusted the depth and look of the side vents to allow for detailed colliders to allow players to pass through and have explosives stick
adjusted locomotive front & rear bumpers to accomodate steep train tracks
added collider for side vents
updated lods, gibs and prefab accordingly
Leaderboard backup, run #4844
added wooden ramp to accomodate for the ramp collider on left side of the locomotive
Leaderboard backup, run #4843
Cherrypick
85500 &
85501 (2021 compile fixes & remove BeginWrite)
Squash commit of what was on SSR branch
Update compiled shaders
Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection
Convert water to the new system, adjust reflections.hlsl
Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result
Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability
Get ripples on new water shader
High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test
Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader
Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it
Fix toggleability of SSR in shaders
Better way to do r_dynamic_reflections_draw_everything
Don't sample ripples on shader if not using water entity
Simplify cpu side of ssr, fix things for latest revision
Add pretty crappy net message wrapper
Define ComputeBuffer mode in seperate class
Remove `BeginWrite()` and `EndWrite()` because it magically doesn't work and the one ComputeBuffer still using it is pretty small anyways
Update global_networked_bases/2021
Merge gpu_culling into global_networked_bases
Leaderboard backup, run #4829
Fix escape getting called twice
Add Game.Disconnect() - to leave the current game session and return to the game menu
Revert AttachSteamAuthTicket
Copy original computebuffer when expanding cells