240,736 Commits over 3,867 Days - 2.59cph!
Basic item and icon setup.
Would be good if I actually clamped this value
Experiment moving log counts to status bar
Added icon render scene to scene loader.
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting
Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Fix GameObject/Component references not filling in disabled objects
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
breaking down the interior greybox into task folders/individual meshes
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
PhysicsGroupDescription parts expose the of each Surface sub-part
Don't call resource changed callback if interop isn't loaded
Move resourcesystem into engine
Call Sandbox::Resource::OnResourceReloaded when a resource is reloaded
Remove old "model reloaded" callback (was called from client/server)
Model clears physics, bone and data cache on resource reload (fixes sbox-scenestaging/issues/34)
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs
Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever
fixed offset in gingerbread roof top line concave conditionals
Update bounds of bone merged models (fixes sbox-scenestaging/issues/32)
continuity improvements on gingerbread roof meshes features
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
Fix menu sometimes wanting mouse when in game in editor (fixes sbox-scenestaging/issues/31)
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
removed conditional wood topping on gingerbread triangle roofs
gingerbread triangle roof blocks pivot offset fix
some extra frontier roof colliders fix
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
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Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Strip multiview instancing / instancing scalars from engine
Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders
Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS
Update system.fxc
Leaderboard backup, run #7372
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Merge from tutorial_island
Move tutorial island in slightly to prevent getting out of bounds killed on proc gen maps
Fixed in terrain checks not working on tutorial island
Pass envmap data to GPU
Fixups for cubemaps on shader, add test for ambient light IBL support
https://files.facepunch.com/sam/1b1311b1/ibl.png
Updated modding ore spawner prefabs to use proper scaled versions.
Added "_small" spawner prefab variants which uses cave sized ores.
Fixed player inventory preview not displaying correct clothing after assigning a player to a wanted poster
Don't allow trophy bags to be marked as On (and show the cooking symbol) if they are in the inventory of a horse and a player mounts that horse
Shadow filtering and dummy ambient lighting
Calculate spot light resolution proportionally based on light cone and do a LOD system for light shadows based on distance, both are meant to be perceptual
https://files.facepunch.com/sam/1b1211b1/sbox_rl2LTOMdY4.mp4
CSM Adjustments
Fixed some wire tool exceptions when attempting to make an industrial connection through solid objects
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Testing milder screen post processing variants for Cold, Hot, Hurt, Radiation & arctic biome.
Seed vault monument interior progress