240,183 Commits over 3,837 Days - 2.61cph!
Each SceneMap has a unique SpawnGroupHandle, fixes crashes with multiple map instances (including 3d skyboxes) in scenes
Added animations to vendor listings
Added Rohans fixes for Flex Element NaNs
Fix cover image sizing weirdness
Restore and fix code to count published file upvotes
Performance improvements for clientside file.Exists/IsDir and Lua paths
Fixed AI node related crashes, probably
Merge large backpack smaller scale -> backpacks
Fix right clicking item from inside a backpack on the ground not going into your worn backpack when it is open
Fix player model blocking certain inventory slots & having glow overlay when hovering over player model when backpack is open
Improve trash spawner
Conveyor mover
Fixed right clicking empty backpack inside a backpack trying to wear it instead of moving it into your main inventory
Add Rohans custom script to imagery on store item
Get rid of INodeAttribute.Kind
Appear to have fixed NRE when wearing backpack while another backpack is equipped
Look for INodeAttribute instead of NodeAttribute
Fix Graphics.MipmapGen trying to generate one out of bounds mip
Add a CoverImage component
set sewer branch to skip HLOD by default
SubContext support on RenderContext (#1441)
* Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject
Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that.
This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes.
This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released
Facepunch.ActionGraph API changes
Fixed race condition in Tools/CodeGen
Updated Facepunch.ActionGraphs
Don't list GameObjectActionComponent in action graph menus
Fix variable default values in BindingSurface.FromNode
updated model for CNY launcher, prefab updates, set up animator with new admire
Updated LargeBackpack with Female version
Pushing broken item store images for Ian
Some better invalid JSON handling
Animation helper applies root motion to the root in treadmill mode, fixes treadmill movement not working in animgraph
Rerouted code to allow interface to do the majority of calls. Markers just notify interface of intention to open.
Graph needs revalidation after removing nodes
Node binding refactor, simplify call node serialization
Updated LargeBackpack size
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Item Page media and descriptions
Remove deferred rendering meshes from scenelight
We no longer have a hardcoded path for rendering viewmodel shadows, that will be handled with a special component in managed
Fix depth normalization on GetWorldPosition, since we are using 3D Skyboxes again we are splicing a bit of the depth range, fixes feathering on sprites again
Fixed sold out colours and alpha
Turn shadows off on feathering particle test
GameObjects only save their own tags - not inherited tags!
Convert prop component to be procedural