241,443 Commits over 3,867 Days - 2.60cph!
Enable GPU instancing on building skins
Only use highest LOD rather than rendering them all at once (as we don't support LODs yet)
Automatically disable normal MeshRenderers in the prefabs we convert
Increase HeavyGarbageRegion size
Add TypeLibrary test
Re-initialize TypeLibrary and Events in when game menu swapped
Add TypeLibrary.ShouldProbeConstructors
Don't collect in HeavtGarbageRegion
Allow GameMenu to see inside Sandbox.Event
Fixed models referencing old paths
Refactored triplanar shader
upgrade tooltip info text
ammo upgrades
dodge upgrade
dodge reload upgrade
dodge aoe upgrade
dodge heal upgrade
dodge clip bonus upgrade
AccessControl cleanup
ConfigureAwait( false ) on VerifyIl
Access: Don't try to resolve methods from the assembly we're scanning - we'll get them anyway
AccessControl - global assembly cache, scan in parallel
Allow popup to capture pointer events
Fix this test
Skip native types in AC
Skip EnsureSufficientExecutionStack in AC
Speed up how we build the method touch
Add Count to AC
Skip types defined in our own assembly - we already scanned them
RemoveLocalTouches was calculating twice
Clean up parallelism
VerifyAssembly.Should_Pass test includes base
Fixed garbled triangles when subtracting
Fixed subtract just lasering in a straight line
Deleted old marching cubes stuff
Added 3D SDF primitives
Some 2D refactoring
Tabify
WorldQuality refactor to support 3D worlds
Abstracted out SdfArray from Sdf2DArray
Implemented Sdf3DArray
Added Sdf3DVolume resource
Big abstracting refactor
Mining demo renaming SDF materials to layers
Sdf3D Array, Chunk, World, stubbed MeshWriter
Sdf3DMeshWriter structs and enums
Break up MeshWriter classes, basic example for generated 3D cases
3D cases code gen boilerplate
First pass at finding edge loops
Generate code for adding triangles
Fixed degenerate triangles
Fleshed out the rest of Sdf3DMeshWriter
Flipped triangles
Updated blobtool
Fixed some bugs with generated vertices
Mesh generation is multithreaded again
Smoother normals
Sdf modification methods are now async
Allow synchronous modifications too
Some thread safety, including copy samples before generating mesh
Use a lower resolution collision volume
Limit how much work is done on the main thread each tick
Fixed garbled triangles when subtracting
Fixed subtract just lasering in a straight line
Adjust frame queue size, using way too much memory
Start re-impl impacts in c#
Limit how much work is done on the main thread each tick
Read packets, decode audio and video in separate threads, sync video to external clock
Allow videos to repeat or not
Use a lower resolution collision volume
Allow synchronous modifications too
Some thread safety, including copy samples before generating mesh
Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later
Added missing rack config for candy cane club
Setup custom render bounds for SMG.
Add GetFrictionNotifications() to IPhysicsWorld
Add FrictionEvent, call c# with friction notifications
Add OnFrictionEvent c# side, add some log for test
Fix an accidental offset in mp5 world model prefab.
add componentid to IComponent
make component id public - add internal findbyid method, add lookup dict for comp by id
add/remove components from lookup where appropriate
Add VarIComponent to support [Net] IComponent types
Add replicate codegen
Fixed several issues with ragdoll position sync. No more glitching now
add ClientTurnSpeedOverride fore testing/debugging
updated bear anim meta files with correct settings and removed sleep-1 anim as it isnt needed
Modify bear AI design so they never stop chasing or timeout in combat, to make it easier to test bears. For test branch only!
worked up materials on lorry trailer, added blue variant, added proper ac unit on front, tweaks to prefab
Fixed index mismatch on conditional model test when spawning creation gibs ("Shipping Container conditional roof building gibs inaccurate")
Fixed main skin object not being moved out of the way if conditional models were spawned (creation gibs partially occluded / Z fighting)
HideInInspector HipFudge to make it clear it is not currently used, but keep values.
Removed all the old LagyAss related code to eliminate it from animation appearance
Leaderboard backup, run #3408
Properly fixed non readable meshes being added to server bundles without reserializing assets
Added Facepunch.BundleBrowser, a tool that loads the contents of two asset bundles for inspection and includes a diff tool to compare what assets have been added and removed between two bundles
Fix disabling team leader markers not properly disabling the makers on the compass
All joint positions now have regular sync to client
Merge from camper_respawn_option_fix
Subtract
82913, was going to be a problematic merge with SleepingBagButton changes on main
Fix skin material not being applied to SceneModel clothes
Added `indirect_rendering` and `instanced_rendering` convars to toggle new rendering modes
InstancedRenderScheduler added to scene as singletoncomponent
Create renderers on startup
Now renders stuff and somewhat works