248,613 Commits over 3,928 Days - 2.64cph!
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
Lets handle package startup errors a bit better, shutdown properly, popup an error
icreased grid resolution further
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
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Added placeholder damage and damage script to catapult
Merge: from main
Tests: none (big merge, going to fix any issues in follow up commits)
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Remove rigidbodies from menu-main scene
merge from teslacoil_tweaks
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
Filter out .dll when downloading packages
Compile and load code on package download
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Fixed battering ram door wheels culling, set to isDynamic
Merge from hackweek_car_radio
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView
Forward+ Decals
* Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too)
* Tiled culling checks decals within each tiles frustum
* Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
fixed entity bounds on ice sculpture
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meta changes on some collider meshes
Committing walkway changes to switch branch
merge from wolf-sound-tweaks
Create ssao.scene
Delete fluid simulation, this isn't going to work
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roof conditionals colliders and then some
Re-enable deployment checks
Fix issues with navmesh generation API
Should also fix tests
Leaderboard backup, run #
15677
Shader rebuild process (#1713)
* Add * option to vfxcompile
* Delete older shader build scripts
* Remove cs_surface_interactions
* Always output combo count if it's over 1000
* Strip some lesser used stuff from spritecard to get the compile time/size under control
* Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
Merge from io_infinite_power
ioentity.infinitepower is now replicated
Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
Merge from io_infinite_power
Added IOEntity.infinitepower
Powers all player placed electrical IO entities on a server when enabled without needing power sources
Likely has some per entity edge cases, already fixes electric furnaces
balance
adjust menu, zombie elite, etc
hp regen floaters
Weapon_case
Missile Case WIP texture asset, uploaded for world placement and decoration
Squashed commit of the following:
-GTAO
-Aoproxy removal
Split between SSAO and GTAO
Start moving gtao to command lists, adjustments
Start moving gtao to command lists, adjustments
Merge from launcher reload bug