241,360 Commits over 3,867 Days - 2.60cph!
Merge from hackweek-chat-emoji
Allow emoji's in the pre colon portion of the string when using add2
Renamed :torch: to :light:
Fix autocomplete NRE when highlighting an option and updating the text input
:sunglasses: is now :cool: to prevent clash with existing sunglasses item
Some asset renames
Update dance emoji, 37% more style
Added :scientist: emoji
Add DistanceMin and DistanceMax to music player
Merge from worldmodelupdates -> worldmodels
Code support for different dropped item models based on stack size
Give ProjectCreator "Create" button an icon
Update templates (shooter game menu, template descriptions)
Launcher: minor content mode cleanup
Launcher: make a new empty-ish config when opening a config editor
Set the same expandgroup margin in StartScreenHome too
Pass server title to server login
Fix crash with procedural materials
Actually save the verification 🤦
Merge from global_networked_bases -> aux2
Remove ProjectList ExpandGroup top margin
Fix instanced entities (wooden boxes) that only show inside network range not showing after server restart
Add server verification command
Check server's whitelist status from backend
Set cursor type for IconButton
Add some tooltips to welcome screen
Add route to check if a server is verified
_c's
Additional blend layers for grass dirt blend and asphalt blend
Small flower models
Stone tile brick materials
Switch to port 8080
Add server verification route
Enable instancing for locker & TC
Don't bother storing Rust+ info in nexus if Rust+ is disabled
Audioplayer (#1167)
Add MusicPlayer class to stream mp3 etc from disk or URL with control over playback (seeking, pausing, looping etc)
Network++ up to 2500 to avoid conflicts on aux2
Recompile all assets
Add global jump & distance travelled stats
Always show "edit configurations" option in launcher regardless, open project settings or global config editor based on context
Garage door uses normal rendering in network range
Implement disposing / cleanup of instanced rendering when leaving server
ConVar.Mesh.quality will scale instanced rendering LODs too
Make package selector modal
Add IsContentMode to tools Global class
Slow burning atlas.
Converted all to TGA because f that PNG alpha noise.
Leaderboard formatted value and unit
Add `Sandbox.Services.Stats.GetGlobalStats()`
Global stats api
Cleanup GlobalNetworkHandler
Merge from global_networked_bases -> aux2
Fix blue deploy guide not showing for instanced prefabs
Assign the runtime created MeshRenderConfig to InstancedMeshFilter so we can grab it from the PrefabAttribute
Manually set "globalBuildingBlock" for all building block prefabs
Remove magic "is BuildingBlock"
v_toolgun: latest blockout
Fix water ripple collision
Don't try to join our own lobby, and dont find if we're at max members
Don't try to join another available lobby if we're in one that is loading
maybe try enterserverasync?
Eliminated a couple more functions
Update materialsystem2 with latest Valve code
Backporting latest Valve code to make it easier to integrate raytracing & bindless
Removes render passes that never did anything, lots of refactoring
materialsystem2 API becomes much simpler to draw stuff too:
```diff
- IMaterialMode *pMode = pMaterial->GetMode( "Default" );
- if ( pMode != NULL ) // NULL if unsupported mode
- {
- MaterialRenderablePass_t renderablePassArray[ MATERIAL_RENDERABLE_PASS_MAX ];
- int nNumPasses = pMode->ComputeRenderablePassesForContext( NULL, pRenderContext, renderablePassArray );
- for ( int i = 0; i < nNumPasses; i++ )
- {
- g_pMaterialSystem2->SetRenderStateForRenderablePass( NULL, pRenderContext, g_hLayout, renderablePassArray[i] );
- pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 );
- }
- }
+ IMaterialMode *pMode = pMaterial->GetMode( "Default" );
+ if ( g_pMaterialSystem2->SetRenderStateForMode( pMode, NULL, pRenderContext, g_hLayout ) )
+ {
+ pRenderContext->DrawIndexed( RENDER_PRIM_TRIANGLES, 0, 6 );
+ }
```
Format leaderboard.unit as string
GLobal Stats api cleanup
Clean up global stats more