241,273 Commits over 3,867 Days - 2.60cph!
Local transforms for hand info, we'll convert back to world transforms in managed after anchor transform changes
adjusted water gun spray effect so it doesn't leak through the body of the gun
merge from surfaces_reflection_debuging
subtracting
85079 merge from building_skins_3 &
85078 merge from august_art_bugfixes
RF Transmitter now has aerial in 3rd person
updated LODs and updated .worldmodel and .entity prefabs.
Adjusted position in 3rd person to better fit hand.
created extra small single planter
mesh/lods/collision/gibs and initial prefab setup
.mat files suddenly appearing
Adjusted belt speed for the mining quarry and pum pjack
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics
Don't make ByteAddress buffers with unordered access
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking
AppendConsume buffers still need the structured buffer flag too
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
Can set/copy data outside a graphics block
Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API
API makes more sense to be ComputeBuffer<T>
Leaderboard backup, run #4637
changed how Mult mods are handled
remove passive increase in item rarity
balance tweaks
Add a keybind setting for noclip
Add simple endpoint to fetch a players last known name
Fix [unknown] replay bot name
Add difficulties for bhop_easy & bhop_hot
Fix ladder movement
Create/leave lobby, launch, and team choosing
Lobby chatbox
Styles & cleanup
Merging rewrite back into global_networked_bases
Reconverted all building block prefabs & now all roofs work
Fixed converter not overwriting buildingblock prefabs when using converting tool
Reimplemented LOD level inside InstancedLODState config class
keycard viewmodel position fix
now works with nomad suit and tactical gloves too
added new laser detector model to more closely resemble the icon.
added new prefab to be setup and replace the old one.
LaserDetector>Model
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
adjusted position of 16x scope on hmlmg.entity prefab so there's no clipping on the face
fixed wrong gib mesh rotation for the small storage box
fixed gear distant LOD (LOD2) missing face
fixed gap in wood_crate_1.fbx
issue named the crate, "Crate_normal_2"
Above ground train tunnel entrance blockout
Train tunnel up and down slope blockouts
Prefabs
fixed missing face on SAR world model.
Generally improved LOD0 and LOD1 geometry
improved LOD0 shading
Fixed NativeArray of render data not being resized when the computebuffer is resized
fixed slotmachine shadowproxy box not casting shadows
Fix potential Linux srcds crash
updated skydiving player anims
Fix Rust+ clan announcement notifications never being sent
Fix errors while pairing a nexus
Make tapping a clan notification switch to the clan tab for that server
Fix IndirectExtraArg being multiplied by 5, causing meshes to render on top of eachother
Fix typo causing distance culling to use fov scale instead of max distance (culling everything)
ShaderGraph: Triplanar texture mapping nodes
ShaderGraph: Triplanar node tweaks
Move addons/fsk_test_map to maps/
When setting GameLobby.Game set withLocal to true so that we actually load the local version if we're starting from a local version. This also fixes FileSystem.Data not using the folder with #local in when it should be.
Fix & refactor cell removal code
More refactoring & fixes
Fixed IndirectArgs buffer being set to Structured accidently (which silently fails)