240,905 Commits over 3,867 Days - 2.60cph!
Merge from dof_exposer_improvements
Show depth of field values on camera readout if the dof exposer is active even if the dof convar is false
Change readout to "DOF=false" if dof is disabled
Added a start modal to prompt the player whether they want to start a tutorial
Fixed contacts button flickering after leaving the tutorial
Player can now end the tutorial and gets respawned back to the main island
See the ignore tutorial convars option on the rust editor tool
Fix armored door not being blocked by debris
Increased number of burstcloth bones in ghost costume
Aoproxy sceneobjects are children of their parents and inherit visibility - stops them lingering when entities are hidden
Increase building block trigger of debris so that wall debris will block building of floors attached to the same point
Moved tiled rendering buffers to lightbinner, where it should belong
Remove members that have long been deprecated, start adding support for structured buffer lights
Move all cbuffer stuff to legacy, standard will only have structured buffer path
Start implementing structured buffer lights data structure
Remove all code for calculating mixed shadows, that'll be all allocated in the main light shadow function, iterate structured buffers
Iterate on new lightbinner, let all shadows render through a single rendering path, disregard legacy for now
Tweaked alignment of rail connection nodes in train_tunnel_double_entrance_36m prefab
Increased the minimum distance between underground rail entrances
Trainyard spawn improvements
Add return button, when in-game use neutral colors because cant access actual team yet
Fix not correctly rebuilding .editor.dll when recompiling dependant game dll
GenerateRailLayout no longer ignores certain connection points, leading to intersecting rail
Try to place 2 underground rail entrances
Slightly better selection of underground rail entrance placement positions
Added a final blend layer to the entrance to simulate large scale AO and dirt
Some prefab tweaks
PathFinder uses better heuristic with and without diagonals
Fixed fishing village placement performance issue
cherry pick from /editor-decal-update-fix
v_mp5: use a Tag to disable run/sprint additive when needed (jump, airborne...)
Add GlobalEngineNamespace, move TypeLibrary into it so that we can access it from Sandbox.Game and Sandbox.UI
Added ProceduralMapRailSimple
Finished implementing delegate serialization
For delegates implemented with an ActionJig
Reduce serialized JSON a bit
Ambient occlusion proxies made by SceneSystem instead of entity system
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Fixed deferred decals becoming unresponsive in edit-mode
Add SceneTree, GameObject inspector
Linked the Prefab Context Editing Scene in the right field in Project Settings so all artists can use
Prefab context editing scene (contains Main Camera and Skydome)
Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit
Experiment with rendering cubemaps for SceneCubemaps
Set renderToCubemap and environmentMaps pipeline attributes from camera attributes
CCameraRenderer::RenderToTexture uses msaa value from attributes
Fix dstStride in GetPixels
Protocol::Network++ because I removed CEnvVolumetricFog classes earlier
v_mp5: protect sprint transitions against input mashing
Some shorthands for common types
Finish renaming "Metadata" to "UserData"
Simplified generic serialization
Tools replaces and uses GameMenu PackageLoader/HotloadManager
Add TypeIcon, TypeName, TypeTitle to SerializedObject,
Clean layout separator style
added decal prefabs to relevant building blocks
concrete decals polish pass, resized, added some cracks decal
Delegate deserialization (via ActionJig)