240,350 Commits over 3,867 Days - 2.59cph!
merge from animal_doorcamping_shelter
merge from Storage_Monitor_Fix
merge from FixProjectileShenanigans
merge from SubProjectileFix
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Lerp the anim blend param value to smooth out stutters.
Remove some now unused code.
ActionGraph context pass-through for nested graphs
Hide context passthrough sockets
Context pass-through cleanup
Center on input node when first opening an ActionGraph
Leaderboard backup, run #8742
Update sentry DSN
Fix NRE in rigidbody
Leaderboard backup, run #8740
Added missionshud.blockdisplay convar for filming
Started taking a better revision of all of the tutorial videos to fit the new format
Fixed burst icon not updating until the player mouses over the item icon in builds
Now updates on flag change, so immediately
Fixed burst icon not working on weapons with built in burst capabilities
Get rid of some redundant timing info
Update stb_dxt.h from v1.04 to v1.12
Bail from trying to compress using CPU DXT compressor if non-power-of-two (rather than crashing)
Remove forced DXT5 compression
Cherry pick
91313, ignoring traceability
Merge from burst_icon_merge
Cherry pick
91315 ignoring tracability
Re-add check for compressed block texel views
Fallback gracefully to CPU on platforms with no compute support
Move large backpack to different folder
Make the small backpack green as a placeholder model for the large backpack (so it looks different)
Fix backpack inventory not expanding to larger amount of slots when backpack item is changed (seemingly a bug with all player containers)
Removed "WIP" text from backpack because it looks stupid & too small
Just assume the green backpack is a placeholder model
Un-delete the small backpack item (whoops)
Added some protections for null user names in the friend picker UI
Fixed heavy scientist figurine getting picked up as the hazmat version
Added large backpack item
Placeholder amount of slots (helk will assign intended values)
Add "WIP" text to backpack icons
Clamp backpack item icons to 256x256
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updated anims, skinning & anim controller
Support non uniform scaling convex colliders https://files.facepunch.com/layla/1b0811b1/sbox-dev_bDb1J04Lnd.mp4
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Compressed Burst Module png to be the same size as other weapon attachment icons. 80%~ reduction in size.
Add cached flag to OnReadPixels, speeds up memory access
Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing
Color picker improvements
Lose text field input when clicking sliders
Don't fail when typing in a hex color without the #
Give a little more space to display rgba & hue values
Working on passing though context to sub-graphs
Time everything (temp, will remove before merge)
Switch compression levels for a big compression speed boost (at the cost of very slightly larger files)
Test case - 4096x4096:
Old: 955ms, on disk 6948kb
New: 151ms, on disk 7253kb
Add Component.IDamageable and DamageInfo
Remove currently unused properties from ModelPropData
Component.Flags is now a ComponentFlags
Add GameObjectFlags.DontDestroyOnLoad (not implemented)
Fix double IDamageable
Add DestroyOnEnd to ParticleEmitter
Hide SceneObject in ParticleSpriteRenderer if no particles to render
Particle collision uses scene trace
Texture barriers for Vulkan
Output full timing info
Move behind a convar so I can compare CPU/GPU easily
Staging buffer, barriers, etc. for Vulkan
Inputs can directly reference variables