240,154 Commits over 3,837 Days - 2.61cph!
Reposed hide shoes to match updated player rig
Add GetClosestEdge
https://files.facepunch.com/garry/7e693949-ffe2-4bb5-8a04-d24469a3b406.mp4
Fix typo in Map.CreateAsync?
Fix NRE in AssetPreviewWidget
Set dressing harbor2 progress
materials decal layer #
Add RootMotion to skinned model to get the calculated motion from animgraph since last frame https://files.facepunch.com/layla/1b0111b1/sbox-dev_WlG9GCnJcc.mp4
Cache off the triangles on generate
RandomPoint, CloestPoint
https://files.facepunch.com/garry/e07dbdff-ba17-4bb9-96bc-62edf81b2031.mp4
Set dressing harbor2 progress
shifted a bunch of materials' decal layer to #3
merge from metal_detector
Leaderboard backup, run #9292
HQM ore will no longer drop from nodes in the tutorial
Updated some help prompts
Fully hide workbench tech tree button, don't just make it non-interactable
Add extra bit of dialogue to the first conversation so it's clear that it's a multiple choice
Fixed broken kayak prefab after merge
Added a big invisible collider under the jetty to stop kayaks getting stuck after placing them
Don't actually flag a decal as translucent, makes them render twice since we have a specialized decal layer, on top of that when rendering as translucent it wants a MSAA depth buffer that's missing, so we bind a non-msaa error texture that makes vulkan shit itself
Change item store item prefab to fully use flex layout so it handles the changing column widths
Update Facepunch.Flexbox (dynamic column width, aspect ratio)
Add flex aspect ratio component
Fix flex text not setting its driven properties
Fixed pivot point issues on subsequent runs.
Fixed autospin not ramping up.
Remove atlas resizing, feels overengineered, way we have adaptive shadow render size makes it feel pointless
Let shadow frusta be calculated entirely on shadowcache, removes redundant calculations and makes the data flow saner, remove bullshit from LightEntry
Add support for clearing rects from shadow atlases properly, queue them, fixes shadows on multicam views and childrens, note that shadow caching will still only happen on children views for now
Gizmo.Select: allow unselect of object selections
Shift allows multi select too but without deselecting
SceneViewWidget.UpdateHovered: Just because we're already selected doesn't mean we can't be hovered, otherwise how will you deselect me
Deselect game object when nothing is clicked
Allow disabling interaction
Change flex columns to calculate dynamic column counts with a minimum width, expanding the columns equally to fill the container
Remove skybox from test scene
Fixed some skins still not loading in the skin viewer test scene
Tidy up AfterUI render stage and use that for after-UI post-processing effects, rename to `AddHookAfterUI`
Various changes to allow the skin viewer models to show up in the item icon slots without needing the separate modal window
Reduced GC in cluster generation by preallocating a bunch of appropriately sized MapMarker lists
Made tooltips use pooling
SceneCamera viewport caps size properly
Bail out of CameraRenderer if no valid viewport
Instant flags and rate check.
Unused resource glue
Log_Detailed these rendersystemvulkan messages
Fix crash with symlink resident resource reloading
Add `CameraComponent.AddHookAfterOverlay`, supports running post-processing effects after UI is drawn
Applied subtle fade in and out to backpack UI when opened/closed
Use a HashSet when calculating marker clusters, makes generation twice as fast (3ms = 100 vm's goes to 1.5ms)
Prepool 25 shop markers and clusters so first run is faster
ObjectWithVelocity has angular velocity, player controller supports spinning wheels
Player walk anim not affected by ground velocity
Increase moving up velocity to negate grounded
Fix error spam & bit of cleanup
Fix walking slowly up slopes
Foliage: Fix depth alpha tests
Foliage: fmod phase to avoid jittering imprecision at high time/world offsets