240,743 Commits over 3,867 Days - 2.59cph!
monument greybox progress
Box emitter
Particle simulation space
Fix MainThreadjob getting stuck because we release/delete MainThreadjob holding the CompleteEvent, while shit is waiting.
merge from modelviewerfixes
Update Facepunch.ActionGraphs
Include .pdb from Facepunch packages in builds
Revert "Reverting attempting to send Facepunch.ActionGraphs"
This reverts commit 6e264f87f6b172af884e0b420c26c05f1d7b6e0a.
I give up, just include the PDB in the main package
Reverting attempting to send Facepunch.ActionGraphs
Needs the .pdb next
Include docs .xml from any Facepunch.* NuGet package on build
Revert "Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build"
This reverts commit 88a50a2706c5b767a61d841af038fb97677b63c4.
Added options for Anti-Aliasing, God Rays, Motion Blur
Reflection probe can now render on frame 0 using time slicing options
Build sprite using geometry shader
PopupWidget: Use real widget position for animation as it could've changed w/ ConstrainToScreen call
scene cleanup, ready for fixing 2021 issues
Actually invert the check...
Added Daytime state.
Updated AI design to check !IsNight AI event and switch to Daytime state
Scope the active scene when ticking it in the editor
Particle effect wip
Add IsNight AI event and action UI
Exclude a couple of pre checks for scarecrow attacks
Always use texture hookup thread pool instead of trying to use the shared thread pool
Separate wave scarecow design file, hooked it up to WaveScarecrow prefab brain
Codegen so AI designer appears for WaveScarecrow
Commit all the material changes because it's a hackweek project
Don't yield jobs when we are one
merge from building_skins_4
Diagnostic TOOLS_STALL_MONITOR_SCOPE in GetMaterial
Add Texture.SequenceData, Texture.SequenceCount
Fix render errors if SceneCustomObject turned null due to hotload
Fix FolderNode errors when deleting a folder
Leaderboard backup, run #7253
Leaderboard backup, run #7252
Runtime AnimSaver scripts
Merge from main (to a sub branch for some checks first)
Align the kayak over time so it always lines up with the cinematic
Hooked up cinematic so it runs when the tutorial is finished normally, and not via convars
Fixed player respawning on the mainland if they die
Player is now able to run again
Change local player to accept position data from the server the same as other clients do. Local client now moves with server-side movement inputs (but no prediction yet).
Properly kill the player instead of deleting the entity
Can now do very basic server-side movement (walking only, can't look around)
Update debug.testtutorialcinematic to spawn a kayak and mount the player so it can be used from anywhere on the island
Added a test movement