248,548 Commits over 3,928 Days - 2.64cph!
Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive.
Citizen: disabled AO proxy nodes now that AO proxy support has been removed
vfx: remove unused HEADER { } carp
vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit
This seems bad
Add Graphics.Draw from GpuBuffer<T>
Get rid of bebas on chat fonts
Fixed global card list alignment
Alignment fixes to CardPhasePanel, PlayedCards panels
Imply max-heights for sections
World card loop sound on gameobject
Fix knockback not being correct
Show player scores in card phase
Better hint theming
Better scaling for CardPhasePanel
Fixed a rotation calculation that was in world space instead of local space when assigning the initial node hotspot after the first hit
Should fix the node hotspot sometimes jumping to the other side of the node on the second hit
Updated Arena 3 camera position
Fixed up card phase panel for when a card inventory is empty
Depth of field, animated avatar circle
Fixed incorrect hit sfx on all ores and wood piles
Add cursor to UI buttons
Collision rules for sounds vs players
Adjust UI style a bit
Waiting screen UI changes
Update SpriteTools
Started Creative Tab
Fix Pickaxe targeting
Change networking config
Fixed cursors
Fix cursor resetting in certain states
Show pointer cursor in gameplay when held item is usable at mouse position
Disable Day/Night Cycle for now
Redid XP bar styling
Updated Vitals styling
Update CoinsPanel styling
CraftinPanel restyle
added spine 3 to humanoid mapping in rustplayeravatar
- added convar + option to experimental settings for clouds, off by default, renders billboards if off
- initial basic temporal upscaling, renders full res cloud image over 16 frames, some issues to iron out but significantly improves performance
- add cirrus clouds and configurations for them
- fix sun mesh not being occluded by clouds
- fix cloud display mesh sorting
- further configurable parameters
- clean up/organize code
Revert PR#2089
Causes regressions with spawnmenu help text and other issues
Optimize DListView_Line
Adjust DButton's text inset when an icon is present
8 px is consistent 4px on each side of the icon
renaming of unarmed anims to match maya source and new convention
Added `-softenCosine` for VRAD
Revert DLabel changes
The changes cause issues with spawnmenu help text and other people's code.
Optimize DListView_Line
Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
Added asyncUpload settings to mandatory defaults
Set shadow cascade splits in mandatory defaults
Remove the massive lump of disabled code I forgot to delete
Merge indirect instancing
Implement indirect instanced rendering system
Temporarily re-add old SWEP localization tokens
More work towards `-StaticPropBounce`
Re-implement OutputNodeDefinition.OnBuildExpression
Test fixes, cleaner generated expression tree
Particle raycasy budget preset values
▅▇▇▄▍▄ ▉▊▌▉.▉▄▊▌▊▋▍▆▇▅ ▌▌▇▄ ▍▋▆▄▌ ▉▇▄▍▅▊ ▋▌▊▌▆▇▍█▍ ▋█▄▍▋ ▌▌ ▆▆▍▍▇▍ ▇▄▆▋▉▋▇▆ █▄ █▆▍ ▍▇█▄ ▋▍█▇ ▆█▊ ▇▆ ▄▊▄▋ ▍▅▆▋▉▊▊▉ ▌▅▄▋▆█ ▉▊▌▍▉▌▆▆ (▍▍▊▄▊▉ █▇▋▋ ▅▋▄▆▍▅▇▊▌ ▉▍▌ ▇▊▍ ▄▅▊▇▄▅▅▉▋)
GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive
* Non templated version because sometimes your buffer will have various types
* Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader
* Added additional error checking, exposed readonly properties for count/size/usage
* Added CodeUpgrader for ComputeBuffer -> GpuBuffer
* Fix Terrain materials buffer overflowing its gpu buffer
Unify layer tool: implement manual undo/redo stack (works around issue with unity's undo where some meshes get messed up if any changes are undone on them)
WIP: ValueScope fleshed out
WIP: Some graphs can run again