240,150 Commits over 3,837 Days - 2.61cph!
Fix NRE in SendUpdatedInventory
Fix array oob in CreateIpBasedSocket
Maybe this is pissing off the build server
Wrap interop calls in __try, __except - last resort. Disable AddVectoredExceptionHandler.
Remove joint from broken joint list before it gets deleted
Extra try to make sure this isn't an exception from c#
Fix NRE in MapViewDropTarget
Delete this, causes problems
this TransformInterpolation needs looking at properly, but this fixes an error for now
Fix Light exceptions
Nicer feedback when _sceneObject isn't null in OnEnabled
We have a bug here I think, where OnEnabled can be called before OnDisabled is called.
Metal impacts with new atlases.
Add IsAttribute, add Rebuild
Don't throw exception on global stats
Leaderboard backup, run #9364
Update shatter_glass.scene
Add shatter glass example component, it can live here for now
Add hit shape to damage info
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Shitty api listing (don't worry, this will get better)
scene backup and S2P for testing
removing ground grass decal
Zipline platforms LODs, colliders and prefabs cleanup
Set damage position in player grabber shoot
Include hit location in DamageInfo
Fix NRE
Update packages
Update version
Fix assembly resolve
s&box release zip test
lut
Add ApplyLocalClothing component
Mock userinfo for local user when not in a network session
Add ClothingContainer.CreateFromJson( json )
Add ClothingContainer.CreateFromUser( )
Fix SceneViewWidget using main camera's rect
ModelPhysics gizmos sync to physics group
Make sure ModelPhysics always finds a root body to use as game object transform
NavMeshAgent.SetAgentPosition works
Add CharacterController.Bounciness
PhysicsWorld.Bodies only returns valid bodies
Manifest api should give more useful errors
Rewrite exception handler, try to ignore more c# exceptions
Leaderboard backup, run #9340
Cupertino: Managed Build Scripts
No need for nvpatch for non-windows targets
Cupertino: Add Makefile for VPC so we can actually build it without actually having vpc
Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64
SDL_config doesnt always imply windows
Update gitignore
Physics based controller test, strip a bunch of previous code
New spark atlas to replace the old pixelated mess.
Scene backup.
Revert "Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used"
This reverts commit f2ff2e24581df8b38093cce5717420957680fecd.
Revert "Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used"
This reverts commit f2ff2e24581df8b38093cce5717420957680fecd.
Hash view ID to FindOrCreateFrameBufferScratchTexture as well to solve collision when we have multiple views with same resolution, eg with splitscreen
Fix dynamic reflections and AO in viewported views
Use `GetFinishRenderingViewsCounter()` instead of `GetFrameUpdateCounter()` for calculating pingponging for dynamic reflections, the second one increases when all views are rendered
Add a -parent-pid command line option to have the Rust server automatically quit when the given process ID exits