248,610 Commits over 3,928 Days - 2.64cph!
Merge from launcher reload bug
Print reload time option now recommends a reload time based on a 0.34ms buffer
Updated both rocket launchers again
Merge from modding_prefabs
Added new greybox scene containing all cube prefabs (for testing)
Backlog of unsaved mapping/modding prefabs:
- More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster
- Cold and heat volume variants (low, med, high)
- Toxic/radiation water cube + cylinder prefabs
- Admin spawnable invisible 3x3 cube + wall
- Static fire prefabs (looping)
- Static xmas light string prefab
- Static spraycan decals
- Birthday cake prefabs
- Invisible static PressButton
Add more error checking around mp3 mixer process stream, still seeing these pop up in sentry
Grab msaa from scene camera attributes when doing Graphics.RenderToTexture, scene camera might have msaa disabled
Weapon case LOD adjustment and texture fix
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
Update path of build-shaders, upload all shaders as artifacts
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update shaders, might get stumped with AO changes but i'll just build them back
move clouds to branch off main
- clouds can cast approximate shadows on world
- add exposure/contrast parameters
- add dedicated configuration for coverage worley
- adjust atmospheric haze mie scattering
Weapon Case and packing Foam texture/mesh update and material creation
- Got recent transactions displaying
- Fixed index
Fix rectangle tool erase not erasing autotiles properly
Added autotile preview support to Rectangle Tool
Fix Rectangle Tool issues
Added Autotile Preview to Line Tool
main -> vendingmachine_transaction_history
radiation_cube_support -> main
- Code cleanup
- Minor bugfixes
- Reserialised sprinkler
Proper feedback if we're looking for a game
Hold the weapon in hold bone if we're proxy
Make spawnpoint assignment deterministic
Actually set the player's position
Subtract merge from broken queue_improvements branch
Cherrypick menu loading screen change
Cherrypick code changes from queue_improvements onto new branch
If we can't find a lobby - make one
Use your own clothes
Painting with an Autotile Brush now displays how the tiles will change before you paint instead of showing blank previews
https://files.facepunch.com/CarsonKompon/2024/November/26_14-50-ForthrightPolyp.mp4
merge from queue_improvements -> aux3
Fix compile error by adding missing namespace
Fixed player spawn assignment
Menu styling
Quick nasty random lobby joiner util
Fixed weapon code being ran non-locally
Update: change indent_style to 4 spaces
Tests: regenerated projects and tabbed a couple times - it's spaces
Don't perform round loop spawner if we're the editor
Update: PerfFwkManager can switch scenes
- Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines)
- renamed PerfFwk.IsReady to IsDone
Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet