240,670 Commits over 3,867 Days - 2.59cph!
Merge from tutorial_island
Added "NoEnv" variants of terrain_trigger and water_trigger - prevents pitch darkness (useful for certain mapping scenarios).
Early exit for client with server sim in SetInterpolationMode
Ported over the older interpolation fix for client-side ragdolls on tugboats, since we're still looking to support client-side ragdolls as an option for now
Added a Code stripping scene included in the build, IL2CPP builds are stripping out the timeline system because it's used in bundles and the link.xml file doesn't seem to be helping
Official Unity recommendation here is to just include an unused scene in the build with a playable director component
Merge TugboatLowFPSFix -> ServerSideRagdolls
Avoid the need for a new method
Add convar `cached_browser_expiry_days` (default 30)
Reset the cached ping of a server every 30d to account for servers that change geographic location
Merge main -> ServerSideRagdolls
Better fix for ragdoll parenting. No more offset position.
Marked PTZ item as having condition, fixes camera getting repaired when being picked up
Also allows PTZ camera to be repaired in the repair bench
Fix flags on lightbinner gpu include, oops
Refactor tiled rendering builder to be compatible with new lightbinner, make it implicit under lightbinner.hlsl
Hook up new checkpoint models
Move checkpoint models to Prefabs/Misc/WaypointRace
Fixed some cases where trophy displays wouldn't respect streamer mode
Added a few more texture optimization helpers (menu Tools/Textures)
Changed 6900 RGBA textures (normal maps included) to high-quality compression (for free)
Possible hunting trophy loot panel NRE fixes (unable to repro locally)
Fixed ragdolls not teleporting when corpses do, causing stretching as they try to follow the corpse
Remove Standalone paltform override on 514 textures (preserved max size)
Manifest
Set up material swaps
Remove duplicated desk mesh
Apply 180 degree starting rotation
Apply LODs to light sources
Pickup, repair
Apply gib overrides
Rename lightconstants.hlsl to lightbinner.hlsl and call the data there BinnedLight/BinnedEnvMap, make baked lights only cast shadows if mixed lights are enabled on them
Remove limitations to not have mixed point light shadows, it just works now https://files.facepunch.com/sam/1b1911b1/SNSMgfgkxR.png
Disabled Crunch compression on all affected textures
merge from cached_server_browser_2
merge from Twitch_Rivals_IV
Fixed TextureEx GetSizeInBytes reporting (crunch was returning 0KB)
Add `cached_browser_enabled` convar
Default cached browser as enabled
Ensure the "cached browser button" is set to the convar
Cleanup, remove a bunch of unused or deprecated shit, cleaned up a lot of variable in lightbinner structured buffer that ends up not being needed, document things a bit better
merge from WorldModelWeaponMass
merge from fix_industrial_deployable_filter
merge from building_skins_4
merge from job_system_convar
prefab directory cleanup, rendered icon, added gibs, added lights and made screen materials
Add a bunch of null checking in SetActiveGame to diagnose sbox/issues/1352
Added ability to save editor layouts and restore them (sbox/issues/1349) https://files.facepunch.com/tony/1b1911b1/parsecd_KuRA9SaPEO.mp4
Fixed duplicate "New Asset Browser" after hotloading tools
Dump test code for envmaps/sykbox dirtying envmaps
Add EditorUtility.Network
Package updates
Manually disconnect each connection on server disconnect
Nicer network status, dropdown menu
Leaderboard backup, run #7516
merge from main -> cached_server_browser_2
Compressed a few uncompressed textures to save 72 MB (did not touch that one capmask, Matt!)
More Pod types in BytePack
Separate BytePack tests
BytePack supports List<t>
Support lists/arrays of strings
Fixed previous commit test breaking for supporting internal/protected/private where possible in method validation for wrap method/properties...
Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4
Revert "New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining"
This reverts commit f9b98cc34ac1d92efbaa43baf51f559720a7ca24.