247,449 Commits over 3,928 Days - 2.62cph!
Don't need to update editor compiler if not running in the editor. Dedicated Server won't try to compile editor stuff
Non static init of navmesh generators
Prevent car radios being able to be deployed in eachother
Fix multiple cameras causing dynamic shadow artifacts
Co-authored-by: samzanemesis <sam@sampavlovic.com>
sculpting doesn't consume item condition
cleaning up deprecated rocks references in prefabs and scenes
Fix ambient occlusion in offsetted viewports
Instanced rpcs
Expose transmission
Inspector History Button fixes
adjusted binocular lod distance to be a bit more accomodating
Recoil is smoothed, returns to zero
Add gravity / jump power cards, list their effects in ICardDisplay
Refactored the battering ram door to be an interpolated body instead of a sub ent (wip)
Mounted length set to 1.0
Mounted length set to 1.0
Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
Quick burst cloth setup on flag
Added Lock Button to Inspector, prevents Inspector from changing to newly selected objects when enabled. Resolves Facepunch/sbox-issues#6239
https://files.facepunch.com/CarsonKompon/2024/November/28_08-25-MountainousGull.png
Ssao.scene tests both ao techniques at once
Reduced run speed, increased walk speed
Can modify jump power, gravity scale, smoothed out movement inertia
car radio deployment is no longer blocked if the modular car is on a road
Restored detail layer albedo alpha to 0 on some battering ram mats
Compiled shaders with ao viewporting changes
CommandList.SetData > CommandList.SetConstantBuffer
[Pick] Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
creation gibs list for floor and wall frames
foundation step doesn't need detail collider as it isn't see-through
roof alignment fixes, eliminating zfight in a few places
Merge from simple_upgrade
Check item blueprint is unlocked.
Remove codegen from AuthorityAttribute
Move navmesh generator pool initialization from static initializer to navmesh.init
Automatically setup temporary approved skins with correct item names.
Bunch of debug log cleanup.
Sculptures respect the Hide/Censor Signs setting
Dispose of navmesh in Scene
Should fix unloaded scenes leaking native navmesh data.
Reveal player location by highlighting them if the round is taking too long
Updated the DLSS dll file to version 3.8.10.0
Add RpcAttribute, RpcMode
added more controls to ugc panel for sculptures
Change navmesh initialization to sync
icon for twitch rivals flag
Feedback when hovering over, and selecting cards
exported updated wolf ledge attack animation
Exaggerate broken shadows
Fade-in end-round UI so it's less abrupt