241,509 Commits over 3,867 Days - 2.60cph!
Meshlet bounds calculation, re enabled frustum culling
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Scientists no longer always take cover when hit. Added a chance of taking cover when hit below 40% health.
Added TexCoordSize material property, fixed duplicate collision mesh faces
Added a little demo game for the 2D SDF stuff
killscientists kills tunnel dwellers too
Sidebar Styles
Avatar Component
name tag info improvements
Added better Clustering method back. Fixed crash.
Initialize project using Create React App
Initial Styles
Header Styles
Fixed the most awful chat field UI bug.
Add Material.Attributes
Add RenderAttributes.GetTexture
Store ITextures by their pointers, so we can avoid recreating Texture objects when retrieving from native
Clear the display in the round results and game over states
Use DX11.2 render device ( Min Windows 8.1 ), start implementing methods to do virtual texture mappiing
Tidied up cluster generation, fixed bugs and speed up.
Scene object m_tags start at 3
Remove debug output
Gizmo.Draw.Sprite correct transform
Gizmo sprites draw the right texture although this generic shader is shit
LOD setup for simpledress_black and _blue
fix lighthelper treating unrelated entities as lights, fixes slowdown on compile
tools_sprite shader: can use in standard mode
Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are
Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again
Add internal function to scene object to add tracing from vertex data, internal because it's only needed for tools currently
Dynamically created physics bodies set their game scene node handle to zero so tracing against them should return world as the entity
Gizmo.Model shouldn't cast shadows
Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering
Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too
Add support for data URI (inline) images
Make volumetric fog perfomance much better with area lights
Change string contains to string equals when searching for dependencies (fixes cyclic dependencies detection false positive)
SceneSunLight transform sets the correct direction now
adjusted oil_drum_explosive albedo
Merge vertices in PolygonMesh
Merge branch 'master' into mesh-tracing
Add tags to map created world sceneobjects
Sceneobject tag filters work
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Allow Texture.Update to update subsections and multiple times per frame (!)
Add Texture.Update versions to set a pixel and rect
Made Standard Board a map asset not an addon
Added "Spawn Lineup" feature, spawns one of each Scientist AI prefab in a line for easy runtime editing. Auto turns AI designing on, ignoreplayers on and move off.
Added AIArenaNameTag, shows the NPC gameobject/type above their head.
Tweaked position of AI state display text.
Update shdrgrph to use generated vtex....
Fix background, add loading animation
Each layer can have a different quality
raised lava surface fx a notch
bespoke prefabs for lava rock formations
improved procedural roads biome tint maps to cope better with extreme biomes albedos like lava biome
Merge from hackweek-chat-emoji
Protocol++
Added arena specific Scientist prefab/ai design/setup.
Added it to arena spawning UI.
Manifest.
Move SceneWorld.TraceRequest to Sandbox.MeshTraceRequest
Can now leave front / back / cut materials as null to skip generating the respective geometry
Added LineSdf
Fixed collision mesh of offset layers
Added Sdf2DMaterial.Offset
Useful for background layers
Chunk physics shapes now belong to the Sdf2DWorld
Leaderboard backup, run #2928
Auto complete suggesstions can now be clicked on
MenuPanel - set visible class inside OnVisibilityChanged, check for E key as well to close
Abstract show/hide into MenuPanel for Inventory/Crafting, add escape to hide