241,023 Commits over 3,867 Days - 2.60cph!
Test refactoring, improving graph composition API
Move blueprints to Sandbox.Engine
Basic blueprint test setup
Leaderboard backup, run #5783
Fix ghost sheet not rendering hands in first person with arms mode (most noticeable with the parachute but also affected any vehicles where we show the hands like cars)
Actually use the sky_camera position
Fix rebase error
I don't think anyone has ever used this command
This cubemap code wasn't even setting any used attributes?
Cleanup
CEnvCubemapFog compatability with C# sky_camera, temp cause we're gonna move that to C# soon enough
Noodling with nodes
More noodling
WIP blueprint node interface
Fleshed out NodeType
NodeType tweaks
Input / output signal support in NodeType
Blueprint<T> skeleton
Some more example nodes
Blueprint node graph modification methods
MethodNodeType, refactoring
Fixed parachute playing wooden gibs sound when it breaks
v_usp: improved blending at the end of the two-handed reloads
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Gradually introduce forward momentum when deploying the parachute rather than straight away, takes 1s after deploying to reach full speed
Add SceneCamera.Skybox for rendering 3D skyboxes in the world
sky_camera and skybox_reference ported to C# removing unused properties
Remove dead spherical vignette code from user shading model
BurstCloth: Allow controlling how strongly root motion affects the simulation
Re-tweak ghost costume burst cloth settings after all the changes done for abyss (including much less affected by root motion)
Don't shrink the ghost sheet while parachuting
Merge Main -> Experimental
Removed "ON HIT!" and "DOING FLYBY" debug prints
merge from global_networked_bases
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Leaderboard backup, run #5779
Remove C++ game code for skyboxes, delete sky_camera and skybox_reference
C# classes for skybox_reference and sky_camera
Add SceneCamera.Skybox accessor
Actually use the provided skybox world
3D skybox can consist of multiple sceneworlds
Took me too long to figure out client.dll path needs the worldgroupid to UpdateObjectsForRendering
Use stylesheet to style virtual cursor, add ScrollSpeed
merge from Attack Helicopter
merge from global_networked_bases
Fix Camera.Size
Tool scene renders run through unified render path
Light Turrets don't require power (engineer buff). Fixed Damage vs Heavy upgrade not actually working. Fixes #65
Experimental: input.GetCursorPos returns 0,0 when cursor is not visible
This matches behavior of gui.MousePos()
Added .dem and .vcd to file.Write whitelist
Rework and deduplicate Lua enums
Added COND.* enums
Added render.ComputePixelDiameterOfSphere
Use Frustum instead to ensure created
Increased dB scale of explosion sound (replace this sound later it sucks.) Boomer inherits velocity more. Barage, Cluster and Boomer all have increased projectile speeds. Fixes #67
fixed rock_formation_medium_a incorrectly have it's collider set to convex
Change ammo icon pulse speed and HUD offset
Add test generator destroyed sound
Remove test sound
Actually throw the flag instead of dropping it and use view angles. Fixes #76
Engineer generator repair rate is 5x faster. Fixes #72
Generator auto-repair timer reduced by half. Fixes #71
Added ammo pickup system. When players die they drop a percentage of the weapons ammo as a pickup.
Handle `overflow` prop defaults separately
Remove DefaultStyles, internalize IsDefault, FillDefaults, ApplyCascading
Fixed albedo sampler error when using particle layer
Fixed missing UnityIndirect.cginc error when using RUST_PROCEDURAL_INSTANCING
backdrop-filter-hueRotate is backdrop-filter-hue-rotate (oops)
mask-position defaults to 0,0
Use IsDefault when necessary inside tests (HasValue will always be true for ComputedStyle properties), only check where necessary (i.e. if we're not also checking the value itself)
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Ziplines flow in level
S2P
Placeable Zipline platforms whitebox prefabs
Add `Style.IsDefault( name )`
Bad idea to call FillDefaults here since it will stomp previous keyframes